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authorPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
committerPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
commit3570c7f03a2aa90aa634f96c0af1969af610f14d (patch)
tree4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoCommon/VertexShaderManager.cpp
parent2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (diff)
Reformat all the things. Have fun with merge conflicts.
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderManager.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexShaderManager.cpp1261
1 files changed, 638 insertions, 623 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp
index 54c4f77029..c90195f13e 100644
--- a/Source/Core/VideoCommon/VertexShaderManager.cpp
+++ b/Source/Core/VideoCommon/VertexShaderManager.cpp
@@ -12,8 +12,8 @@
#include "Common/ChunkFile.h"
#include "Common/CommonFuncs.h"
#include "Common/CommonTypes.h"
-#include "Common/MathUtil.h"
#include "Common/Logging/Log.h"
+#include "Common/MathUtil.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "VideoCommon/BPMemory.h"
@@ -31,10 +31,10 @@ alignas(16) static float g_fProjectionMatrix[16];
// track changes
static bool bTexMatricesChanged[2], bPosNormalMatrixChanged, bProjectionChanged, bViewportChanged;
static BitSet32 nMaterialsChanged;
-static int nTransformMatricesChanged[2]; // min,max
-static int nNormalMatricesChanged[2]; // min,max
-static int nPostTransformMatricesChanged[2]; // min,max
-static int nLightsChanged[2]; // min,max
+static int nTransformMatricesChanged[2]; // min,max
+static int nNormalMatricesChanged[2]; // min,max
+static int nPostTransformMatricesChanged[2]; // min,max
+static int nLightsChanged[2]; // min,max
static Matrix44 s_viewportCorrection;
static Matrix33 s_viewRotationMatrix;
@@ -47,11 +47,10 @@ bool VertexShaderManager::dirty;
struct ProjectionHack
{
- float sign;
- float value;
- ProjectionHack() { }
- ProjectionHack(float new_sign, float new_value)
- : sign(new_sign), value(new_value) {}
+ float sign;
+ float value;
+ ProjectionHack() {}
+ ProjectionHack(float new_sign, float new_value) : sign(new_sign), value(new_value) {}
};
namespace
@@ -59,38 +58,38 @@ namespace
// Control Variables
static ProjectionHack g_ProjHack1;
static ProjectionHack g_ProjHack2;
-} // Namespace
+} // Namespace
static float PHackValue(std::string sValue)
{
- float f = 0;
- bool fp = false;
- const char *cStr = sValue.c_str();
- char *c = new char[strlen(cStr) + 1];
- std::istringstream sTof("");
-
- for (unsigned int i = 0; i <= strlen(cStr); ++i)
- {
- if (i == 20)
- {
- c[i] = '\0';
- break;
- }
-
- c[i] = (cStr[i] == ',') ? '.' : *(cStr + i);
- if (c[i] == '.')
- fp = true;
- }
-
- cStr = c;
- sTof.str(cStr);
- sTof >> f;
-
- if (!fp)
- f /= 0xF4240;
-
- delete[] c;
- return f;
+ float f = 0;
+ bool fp = false;
+ const char* cStr = sValue.c_str();
+ char* c = new char[strlen(cStr) + 1];
+ std::istringstream sTof("");
+
+ for (unsigned int i = 0; i <= strlen(cStr); ++i)
+ {
+ if (i == 20)
+ {
+ c[i] = '\0';
+ break;
+ }
+
+ c[i] = (cStr[i] == ',') ? '.' : *(cStr + i);
+ if (c[i] == '.')
+ fp = true;
+ }
+
+ cStr = c;
+ sTof.str(cStr);
+ sTof >> f;
+
+ if (!fp)
+ f /= 0xF4240;
+
+ delete[] c;
+ return f;
}
// Due to the BT.601 standard which the GameCube is based on being a compromise
@@ -100,45 +99,43 @@ static float PHackValue(std::string sValue)
// tests with a large amount of slop.
static bool AspectIs4_3(float width, float height)
{
- float aspect = fabsf(width / height);
- return fabsf(aspect - 4.0f / 3.0f) < 4.0f / 3.0f * 0.11; // within 11% of 4:3
+ float aspect = fabsf(width / height);
+ return fabsf(aspect - 4.0f / 3.0f) < 4.0f / 3.0f * 0.11; // within 11% of 4:3
}
static bool AspectIs16_9(float width, float height)
{
- float aspect = fabsf(width / height);
- return fabsf(aspect - 16.0f / 9.0f) < 16.0f / 9.0f * 0.11; // within 11% of 16:9
+ float aspect = fabsf(width / height);
+ return fabsf(aspect - 16.0f / 9.0f) < 16.0f / 9.0f * 0.11; // within 11% of 16:9
}
void UpdateProjectionHack(int iPhackvalue[], std::string sPhackvalue[])
{
- float fhackvalue1 = 0, fhackvalue2 = 0;
- float fhacksign1 = 1.0, fhacksign2 = 1.0;
- const char *sTemp[2];
+ float fhackvalue1 = 0, fhackvalue2 = 0;
+ float fhacksign1 = 1.0, fhacksign2 = 1.0;
+ const char* sTemp[2];
- if (iPhackvalue[0] == 1)
- {
- NOTICE_LOG(VIDEO, "\t\t--- Orthographic Projection Hack ON ---");
+ if (iPhackvalue[0] == 1)
+ {
+ NOTICE_LOG(VIDEO, "\t\t--- Orthographic Projection Hack ON ---");
- fhacksign1 *= (iPhackvalue[1] == 1) ? -1.0f : fhacksign1;
- sTemp[0] = (iPhackvalue[1] == 1) ? " * (-1)" : "";
- fhacksign2 *= (iPhackvalue[2] == 1) ? -1.0f : fhacksign2;
- sTemp[1] = (iPhackvalue[2] == 1) ? " * (-1)" : "";
+ fhacksign1 *= (iPhackvalue[1] == 1) ? -1.0f : fhacksign1;
+ sTemp[0] = (iPhackvalue[1] == 1) ? " * (-1)" : "";
+ fhacksign2 *= (iPhackvalue[2] == 1) ? -1.0f : fhacksign2;
+ sTemp[1] = (iPhackvalue[2] == 1) ? " * (-1)" : "";
- fhackvalue1 = PHackValue(sPhackvalue[0]);
- NOTICE_LOG(VIDEO, "- zNear Correction = (%f + zNear)%s", fhackvalue1, sTemp[0]);
+ fhackvalue1 = PHackValue(sPhackvalue[0]);
+ NOTICE_LOG(VIDEO, "- zNear Correction = (%f + zNear)%s", fhackvalue1, sTemp[0]);
- fhackvalue2 = PHackValue(sPhackvalue[1]);
- NOTICE_LOG(VIDEO, "- zFar Correction = (%f + zFar)%s", fhackvalue2, sTemp[1]);
+ fhackvalue2 = PHackValue(sPhackvalue[1]);
+ NOTICE_LOG(VIDEO, "- zFar Correction = (%f + zFar)%s", fhackvalue2, sTemp[1]);
+ }
- }
-
- // Set the projections hacks
- g_ProjHack1 = ProjectionHack(fhacksign1, fhackvalue1);
- g_ProjHack2 = ProjectionHack(fhacksign2, fhackvalue2);
+ // Set the projections hacks
+ g_ProjHack1 = ProjectionHack(fhacksign1, fhackvalue1);
+ g_ProjHack2 = ProjectionHack(fhacksign2, fhackvalue2);
}
-
// Viewport correction:
// In D3D, the viewport rectangle must fit within the render target.
// Say you want a viewport at (ix, iy) with size (iw, ih),
@@ -151,72 +148,72 @@ void UpdateProjectionHack(int iPhackvalue[], std::string sPhackvalue[])
// [ 0 0 0 1 ]
static void ViewportCorrectionMatrix(Matrix44& result)
{
- int scissorXOff = bpmem.scissorOffset.x * 2;
- int scissorYOff = bpmem.scissorOffset.y * 2;
-
- // TODO: ceil, floor or just cast to int?
- // TODO: Directly use the floats instead of rounding them?
- float intendedX = xfmem.viewport.xOrig - xfmem.viewport.wd - scissorXOff;
- float intendedY = xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff;
- float intendedWd = 2.0f * xfmem.viewport.wd;
- float intendedHt = -2.0f * xfmem.viewport.ht;
-
- if (intendedWd < 0.f)
- {
- intendedX += intendedWd;
- intendedWd = -intendedWd;
- }
- if (intendedHt < 0.f)
- {
- intendedY += intendedHt;
- intendedHt = -intendedHt;
- }
-
- // fit to EFB size
- float X = (intendedX >= 0.f) ? intendedX : 0.f;
- float Y = (intendedY >= 0.f) ? intendedY : 0.f;
- float Wd = (X + intendedWd <= EFB_WIDTH) ? intendedWd : (EFB_WIDTH - X);
- float Ht = (Y + intendedHt <= EFB_HEIGHT) ? intendedHt : (EFB_HEIGHT - Y);
-
- Matrix44::LoadIdentity(result);
- if (Wd == 0 || Ht == 0)
- return;
-
- result.data[4*0 + 0] = intendedWd / Wd;
- result.data[4*0 + 3] = (intendedWd - 2.f * (X - intendedX)) / Wd - 1.f;
- result.data[4*1 + 1] = intendedHt / Ht;
- result.data[4*1 + 3] = (-intendedHt + 2.f * (Y - intendedY)) / Ht + 1.f;
+ int scissorXOff = bpmem.scissorOffset.x * 2;
+ int scissorYOff = bpmem.scissorOffset.y * 2;
+
+ // TODO: ceil, floor or just cast to int?
+ // TODO: Directly use the floats instead of rounding them?
+ float intendedX = xfmem.viewport.xOrig - xfmem.viewport.wd - scissorXOff;
+ float intendedY = xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff;
+ float intendedWd = 2.0f * xfmem.viewport.wd;
+ float intendedHt = -2.0f * xfmem.viewport.ht;
+
+ if (intendedWd < 0.f)
+ {
+ intendedX += intendedWd;
+ intendedWd = -intendedWd;
+ }
+ if (intendedHt < 0.f)
+ {
+ intendedY += intendedHt;
+ intendedHt = -intendedHt;
+ }
+
+ // fit to EFB size
+ float X = (intendedX >= 0.f) ? intendedX : 0.f;
+ float Y = (intendedY >= 0.f) ? intendedY : 0.f;
+ float Wd = (X + intendedWd <= EFB_WIDTH) ? intendedWd : (EFB_WIDTH - X);
+ float Ht = (Y + intendedHt <= EFB_HEIGHT) ? intendedHt : (EFB_HEIGHT - Y);
+
+ Matrix44::LoadIdentity(result);
+ if (Wd == 0 || Ht == 0)
+ return;
+
+ result.data[4 * 0 + 0] = intendedWd / Wd;
+ result.data[4 * 0 + 3] = (intendedWd - 2.f * (X - intendedX)) / Wd - 1.f;
+ result.data[4 * 1 + 1] = intendedHt / Ht;
+ result.data[4 * 1 + 3] = (-intendedHt + 2.f * (Y - intendedY)) / Ht + 1.f;
}
void VertexShaderManager::Init()
{
- // Initialize state tracking variables
- nTransformMatricesChanged[0] = -1;
- nTransformMatricesChanged[1] = -1;
- nNormalMatricesChanged[0] = -1;
- nNormalMatricesChanged[1] = -1;
- nPostTransformMatricesChanged[0] = -1;
- nPostTransformMatricesChanged[1] = -1;
- nLightsChanged[0] = -1;
- nLightsChanged[1] = -1;
- nMaterialsChanged = BitSet32(0);
- bTexMatricesChanged[0] = false;
- bTexMatricesChanged[1] = false;
- bPosNormalMatrixChanged = false;
- bProjectionChanged = true;
- bViewportChanged = false;
-
- memset(&xfmem, 0, sizeof(xfmem));
- memset(&constants, 0, sizeof(constants));
- ResetView();
-
- // TODO: should these go inside ResetView()?
- Matrix44::LoadIdentity(s_viewportCorrection);
- memset(g_fProjectionMatrix, 0, sizeof(g_fProjectionMatrix));
- for (int i = 0; i < 4; ++i)
- g_fProjectionMatrix[i*5] = 1.0f;
-
- dirty = true;
+ // Initialize state tracking variables
+ nTransformMatricesChanged[0] = -1;
+ nTransformMatricesChanged[1] = -1;
+ nNormalMatricesChanged[0] = -1;
+ nNormalMatricesChanged[1] = -1;
+ nPostTransformMatricesChanged[0] = -1;
+ nPostTransformMatricesChanged[1] = -1;
+ nLightsChanged[0] = -1;
+ nLightsChanged[1] = -1;
+ nMaterialsChanged = BitSet32(0);
+ bTexMatricesChanged[0] = false;
+ bTexMatricesChanged[1] = false;
+ bPosNormalMatrixChanged = false;
+ bProjectionChanged = true;
+ bViewportChanged = false;
+
+ memset(&xfmem, 0, sizeof(xfmem));
+ memset(&constants, 0, sizeof(constants));
+ ResetView();
+
+ // TODO: should these go inside ResetView()?
+ Matrix44::LoadIdentity(s_viewportCorrection);
+ memset(g_fProjectionMatrix, 0, sizeof(g_fProjectionMatrix));
+ for (int i = 0; i < 4; ++i)
+ g_fProjectionMatrix[i * 5] = 1.0f;
+
+ dirty = true;
}
void VertexShaderManager::Shutdown()
@@ -225,559 +222,577 @@ void VertexShaderManager::Shutdown()
void VertexShaderManager::Dirty()
{
- // This function is called after a savestate is loaded.
- // Any constants that can changed based on settings should be re-calculated
- bProjectionChanged = true;
+ // This function is called after a savestate is loaded.
+ // Any constants that can changed based on settings should be re-calculated
+ bProjectionChanged = true;
- dirty = true;
+ dirty = true;
}
// Syncs the shader constant buffers with xfmem
// TODO: A cleaner way to control the matrices without making a mess in the parameters field
void VertexShaderManager::SetConstants()
{
- if (nTransformMatricesChanged[0] >= 0)
- {
- int startn = nTransformMatricesChanged[0] / 4;
- int endn = (nTransformMatricesChanged[1] + 3) / 4;
- memcpy(constants.transformmatrices[startn], &xfmem.posMatrices[startn * 4], (endn - startn) * sizeof(float4));
- dirty = true;
- nTransformMatricesChanged[0] = nTransformMatricesChanged[1] = -1;
- }
-
- if (nNormalMatricesChanged[0] >= 0)
- {
- int startn = nNormalMatricesChanged[0] / 3;
- int endn = (nNormalMatricesChanged[1] + 2) / 3;
- for (int i = startn; i < endn; i++)
- {
- memcpy(constants.normalmatrices[i], &xfmem.normalMatrices[3*i], 12);
- }
- dirty = true;
- nNormalMatricesChanged[0] = nNormalMatricesChanged[1] = -1;
- }
-
- if (nPostTransformMatricesChanged[0] >= 0)
- {
- int startn = nPostTransformMatricesChanged[0] / 4;
- int endn = (nPostTransformMatricesChanged[1] + 3) / 4;
- memcpy(constants.posttransformmatrices[startn], &xfmem.postMatrices[startn * 4], (endn - startn) * sizeof(float4));
- dirty = true;
- nPostTransformMatricesChanged[0] = nPostTransformMatricesChanged[1] = -1;
- }
-
- if (nLightsChanged[0] >= 0)
- {
- // TODO: Outdated comment
- // lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
- int istart = nLightsChanged[0] / 0x10;
- int iend = (nLightsChanged[1] + 15) / 0x10;
-
- for (int i = istart; i < iend; ++i)
- {
- const Light& light = xfmem.lights[i];
- VertexShaderConstants::Light& dstlight = constants.lights[i];
-
- // xfmem.light.color is packed as abgr in u8[4], so we have to swap the order
- dstlight.color[0] = light.color[3];
- dstlight.color[1] = light.color[2];
- dstlight.color[2] = light.color[1];
- dstlight.color[3] = light.color[0];
-
- dstlight.cosatt[0] = light.cosatt[0];
- dstlight.cosatt[1] = light.cosatt[1];
- dstlight.cosatt[2] = light.cosatt[2];
-
- if (fabs(light.distatt[0]) < 0.00001f &&
- fabs(light.distatt[1]) < 0.00001f &&
- fabs(light.distatt[2]) < 0.00001f)
- {
- // dist attenuation, make sure not equal to 0!!!
- dstlight.distatt[0] = .00001f;
- }
- else
- {
- dstlight.distatt[0] = light.distatt[0];
- }
- dstlight.distatt[1] = light.distatt[1];
- dstlight.distatt[2] = light.distatt[2];
-
- dstlight.pos[0] = light.dpos[0];
- dstlight.pos[1] = light.dpos[1];
- dstlight.pos[2] = light.dpos[2];
-
- double norm = double(light.ddir[0]) * double(light.ddir[0]) +
- double(light.ddir[1]) * double(light.ddir[1]) +
- double(light.ddir[2]) * double(light.ddir[2]);
- norm = 1.0 / sqrt(norm);
- float norm_float = static_cast<float>(norm);
- dstlight.dir[0] = light.ddir[0] * norm_float;
- dstlight.dir[1] = light.ddir[1] * norm_float;
- dstlight.dir[2] = light.ddir[2] * norm_float;
- }
- dirty = true;
-
- nLightsChanged[0] = nLightsChanged[1] = -1;
- }
-
- for (int i : nMaterialsChanged)
- {
- u32 data = i >= 2 ? xfmem.matColor[i - 2] : xfmem.ambColor[i];
- constants.materials[i][0] = (data >> 24) & 0xFF;
- constants.materials[i][1] = (data >> 16) & 0xFF;
- constants.materials[i][2] = (data >> 8) & 0xFF;
- constants.materials[i][3] = data & 0xFF;
- dirty = true;
- }
- nMaterialsChanged = BitSet32(0);
-
- if (bPosNormalMatrixChanged)
- {
- bPosNormalMatrixChanged = false;
-
- const float* pos = &xfmem.posMatrices[g_main_cp_state.matrix_index_a.PosNormalMtxIdx * 4];
- const float* norm = &xfmem.normalMatrices[3 * (g_main_cp_state.matrix_index_a.PosNormalMtxIdx & 31)];
-
- memcpy(constants.posnormalmatrix, pos, 3 * sizeof(float4));
- memcpy(constants.posnormalmatrix[3], norm, 3 * sizeof(float));
- memcpy(constants.posnormalmatrix[4], norm + 3, 3 * sizeof(float));
- memcpy(constants.posnormalmatrix[5], norm + 6, 3 * sizeof(float));
- dirty = true;
- }
-
- if (bTexMatricesChanged[0])
- {
- bTexMatricesChanged[0] = false;
- const float* pos_matrix_ptrs[] =
- {
- &xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex0MtxIdx * 4],
- &xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex1MtxIdx * 4],
- &xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex2MtxIdx * 4],
- &xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex3MtxIdx * 4]
- };
-
- for (size_t i = 0; i < ArraySize(pos_matrix_ptrs); ++i)
- {
- memcpy(constants.texmatrices[3 * i], pos_matrix_ptrs[i], 3 * sizeof(float4));
- }
- dirty = true;
- }
-
- if (bTexMatricesChanged[1])
- {
- bTexMatricesChanged[1] = false;
- const float* pos_matrix_ptrs[] = {
- &xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex4MtxIdx * 4],
- &xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex5MtxIdx * 4],
- &xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex6MtxIdx * 4],
- &xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex7MtxIdx * 4]
- };
-
- for (size_t i = 0; i < ArraySize(pos_matrix_ptrs); ++i)
- {
- memcpy(constants.texmatrices[3*i + 12], pos_matrix_ptrs[i], 3 * sizeof(float4));
- }
- dirty = true;
- }
-
- if (bViewportChanged)
- {
- bViewportChanged = false;
-
- // The console GPU places the pixel center at 7/12 unless antialiasing
- // is enabled, while D3D and OpenGL place it at 0.5. See the comment
- // in VertexShaderGen.cpp for details.
- // NOTE: If we ever emulate antialiasing, the sample locations set by
- // BP registers 0x01-0x04 need to be considered here.
- const float pixel_center_correction = 7.0f / 12.0f - 0.5f;
- const float pixel_size_x = 2.f / Renderer::EFBToScaledXf(2.f * xfmem.viewport.wd);
- const float pixel_size_y = 2.f / Renderer::EFBToScaledXf(2.f * xfmem.viewport.ht);
- constants.pixelcentercorrection[0] = pixel_center_correction * pixel_size_x;
- constants.pixelcentercorrection[1] = pixel_center_correction * pixel_size_y;
- dirty = true;
- // This is so implementation-dependent that we can't have it here.
- g_renderer->SetViewport();
-
- // Update projection if the viewport isn't 1:1 useable
- if (!g_ActiveConfig.backend_info.bSupportsOversizedViewports)
- {
- ViewportCorrectionMatrix(s_viewportCorrection);
- bProjectionChanged = true;
- }
- }
-
- if (bProjectionChanged)
- {
- bProjectionChanged = false;
-
- float *rawProjection = xfmem.projection.rawProjection;
-
- switch (xfmem.projection.type)
- {
- case GX_PERSPECTIVE:
-
- g_fProjectionMatrix[0] = rawProjection[0] * g_ActiveConfig.fAspectRatioHackW;
- g_fProjectionMatrix[1] = 0.0f;
- g_fProjectionMatrix[2] = rawProjection[1];
- g_fProjectionMatrix[3] = 0.0f;
-
- g_fProjectionMatrix[4] = 0.0f;
- g_fProjectionMatrix[5] = rawProjection[2] * g_ActiveConfig.fAspectRatioHackH;
- g_fProjectionMatrix[6] = rawProjection[3];
- g_fProjectionMatrix[7] = 0.0f;
-
- g_fProjectionMatrix[8] = 0.0f;
- g_fProjectionMatrix[9] = 0.0f;
- g_fProjectionMatrix[10] = rawProjection[4];
-
- g_fProjectionMatrix[11] = rawProjection[5];
-
- g_fProjectionMatrix[12] = 0.0f;
- g_fProjectionMatrix[13] = 0.0f;
-
- // Hack to fix depth clipping precision issues (such as Sonic Adventure UI)
- g_fProjectionMatrix[14] = -(1.0f + FLT_EPSILON);
- g_fProjectionMatrix[15] = 0.0f;
-
- // Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
- if (!SConfig::GetInstance().bWii)
- {
- bool viewport_is_4_3 = AspectIs4_3(xfmem.viewport.wd, xfmem.viewport.ht);
- if (AspectIs16_9(rawProjection[2], rawProjection[0]) && viewport_is_4_3)
- Core::g_aspect_wide = true; // Projection is 16:9 and viewport is 4:3, we are rendering an anamorphic widescreen picture
- else if (AspectIs4_3(rawProjection[2], rawProjection[0]) && viewport_is_4_3)
- Core::g_aspect_wide = false; // Project and viewports are both 4:3, we are rendering a normal image.
- }
-
- SETSTAT_FT(stats.gproj_0, g_fProjectionMatrix[0]);
- SETSTAT_FT(stats.gproj_1, g_fProjectionMatrix[1]);
- SETSTAT_FT(stats.gproj_2, g_fProjectionMatrix[2]);
- SETSTAT_FT(stats.gproj_3, g_fProjectionMatrix[3]);
- SETSTAT_FT(stats.gproj_4, g_fProjectionMatrix[4]);
- SETSTAT_FT(stats.gproj_5, g_fProjectionMatrix[5]);
- SETSTAT_FT(stats.gproj_6, g_fProjectionMatrix[6]);
- SETSTAT_FT(stats.gproj_7, g_fProjectionMatrix[7]);
- SETSTAT_FT(stats.gproj_8, g_fProjectionMatrix[8]);
- SETSTAT_FT(stats.gproj_9, g_fProjectionMatrix[9]);
- SETSTAT_FT(stats.gproj_10, g_fProjectionMatrix[10]);
- SETSTAT_FT(stats.gproj_11, g_fProjectionMatrix[11]);
- SETSTAT_FT(stats.gproj_12, g_fProjectionMatrix[12]);
- SETSTAT_FT(stats.gproj_13, g_fProjectionMatrix[13]);
- SETSTAT_FT(stats.gproj_14, g_fProjectionMatrix[14]);
- SETSTAT_FT(stats.gproj_15, g_fProjectionMatrix[15]);
- break;
-
- case GX_ORTHOGRAPHIC:
-
- 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] = (g_ProjHack1.value + rawProjection[4]) * ((g_ProjHack1.sign == 0) ? 1.0f : g_ProjHack1.sign);
- g_fProjectionMatrix[11] = (g_ProjHack2.value + rawProjection[5]) * ((g_ProjHack2.sign == 0) ? 1.0f : g_ProjHack2.sign);
-
- g_fProjectionMatrix[12] = 0.0f;
- g_fProjectionMatrix[13] = 0.0f;
-
- g_fProjectionMatrix[14] = 0.0f;
-
- // Hack to fix depth clipping precision issues (such as Sonic Unleashed UI)
- g_fProjectionMatrix[15] = 1.0f + FLT_EPSILON;
-
- SETSTAT_FT(stats.g2proj_0, g_fProjectionMatrix[0]);
- SETSTAT_FT(stats.g2proj_1, g_fProjectionMatrix[1]);
- SETSTAT_FT(stats.g2proj_2, g_fProjectionMatrix[2]);
- SETSTAT_FT(stats.g2proj_3, g_fProjectionMatrix[3]);
- SETSTAT_FT(stats.g2proj_4, g_fProjectionMatrix[4]);
- SETSTAT_FT(stats.g2proj_5, g_fProjectionMatrix[5]);
- SETSTAT_FT(stats.g2proj_6, g_fProjectionMatrix[6]);
- SETSTAT_FT(stats.g2proj_7, g_fProjectionMatrix[7]);
- SETSTAT_FT(stats.g2proj_8, g_fProjectionMatrix[8]);
- SETSTAT_FT(stats.g2proj_9, g_fProjectionMatrix[9]);
- SETSTAT_FT(stats.g2proj_10, g_fProjectionMatrix[10]);
- SETSTAT_FT(stats.g2proj_11, g_fProjectionMatrix[11]);
- SETSTAT_FT(stats.g2proj_12, g_fProjectionMatrix[12]);
- SETSTAT_FT(stats.g2proj_13, g_fProjectionMatrix[13]);
- SETSTAT_FT(stats.g2proj_14, g_fProjectionMatrix[14]);
- SETSTAT_FT(stats.g2proj_15, g_fProjectionMatrix[15]);
- SETSTAT_FT(stats.proj_0, rawProjection[0]);
- SETSTAT_FT(stats.proj_1, rawProjection[1]);
- SETSTAT_FT(stats.proj_2, rawProjection[2]);
- SETSTAT_FT(stats.proj_3, rawProjection[3]);
- SETSTAT_FT(stats.proj_4, rawProjection[4]);
- SETSTAT_FT(stats.proj_5, rawProjection[5]);
- break;
-
- default:
- ERROR_LOG(VIDEO, "Unknown projection type: %d", xfmem.projection.type);
- }
-
- PRIM_LOG("Projection: %f %f %f %f %f %f\n", rawProjection[0], rawProjection[1], rawProjection[2], rawProjection[3], rawProjection[4], rawProjection[5]);
-
- if (g_ActiveConfig.bFreeLook && xfmem.projection.type == GX_PERSPECTIVE)
- {
- Matrix44 mtxA;
- Matrix44 mtxB;
- Matrix44 viewMtx;
-
- Matrix44::Translate(mtxA, s_fViewTranslationVector);
- Matrix44::LoadMatrix33(mtxB, s_viewRotationMatrix);
- Matrix44::Multiply(mtxB, mtxA, viewMtx); // view = rotation x translation
- Matrix44::Set(mtxB, g_fProjectionMatrix);
- Matrix44::Multiply(mtxB, viewMtx, mtxA); // mtxA = projection x view
- Matrix44::Multiply(s_viewportCorrection, mtxA, mtxB); // mtxB = viewportCorrection x mtxA
- memcpy(constants.projection, mtxB.data, 4 * sizeof(float4));
- }
- else
- {
- Matrix44 projMtx;
- Matrix44::Set(projMtx, g_fProjectionMatrix);
-
- Matrix44 correctedMtx;
- Matrix44::Multiply(s_viewportCorrection, projMtx, correctedMtx);
- memcpy(constants.projection, correctedMtx.data, 4 * sizeof(float4));
- }
-
- dirty = true;
- }
+ if (nTransformMatricesChanged[0] >= 0)
+ {
+ int startn = nTransformMatricesChanged[0] / 4;
+ int endn = (nTransformMatricesChanged[1] + 3) / 4;
+ memcpy(constants.transformmatrices[startn], &xfmem.posMatrices[startn * 4],
+ (endn - startn) * sizeof(float4));
+ dirty = true;
+ nTransformMatricesChanged[0] = nTransformMatricesChanged[1] = -1;
+ }
+
+ if (nNormalMatricesChanged[0] >= 0)
+ {
+ int startn = nNormalMatricesChanged[0] / 3;
+ int endn = (nNormalMatricesChanged[1] + 2) / 3;
+ for (int i = startn; i < endn; i++)
+ {
+ memcpy(constants.normalmatrices[i], &xfmem.normalMatrices[3 * i], 12);
+ }
+ dirty = true;
+ nNormalMatricesChanged[0] = nNormalMatricesChanged[1] = -1;
+ }
+
+ if (nPostTransformMatricesChanged[0] >= 0)
+ {
+ int startn = nPostTransformMatricesChanged[0] / 4;
+ int endn = (nPostTransformMatricesChanged[1] + 3) / 4;
+ memcpy(constants.posttransformmatrices[startn], &xfmem.postMatrices[startn * 4],
+ (endn - startn) * sizeof(float4));
+ dirty = true;
+ nPostTransformMatricesChanged[0] = nPostTransformMatricesChanged[1] = -1;
+ }
+
+ if (nLightsChanged[0] >= 0)
+ {
+ // TODO: Outdated comment
+ // lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
+ int istart = nLightsChanged[0] / 0x10;
+ int iend = (nLightsChanged[1] + 15) / 0x10;
+
+ for (int i = istart; i < iend; ++i)
+ {
+ const Light& light = xfmem.lights[i];
+ VertexShaderConstants::Light& dstlight = constants.lights[i];
+
+ // xfmem.light.color is packed as abgr in u8[4], so we have to swap the order
+ dstlight.color[0] = light.color[3];
+ dstlight.color[1] = light.color[2];
+ dstlight.color[2] = light.color[1];
+ dstlight.color[3] = light.color[0];
+
+ dstlight.cosatt[0] = light.cosatt[0];
+ dstlight.cosatt[1] = light.cosatt[1];
+ dstlight.cosatt[2] = light.cosatt[2];
+
+ if (fabs(light.distatt[0]) < 0.00001f && fabs(light.distatt[1]) < 0.00001f &&
+ fabs(light.distatt[2]) < 0.00001f)
+ {
+ // dist attenuation, make sure not equal to 0!!!
+ dstlight.distatt[0] = .00001f;
+ }
+ else
+ {
+ dstlight.distatt[0] = light.distatt[0];
+ }
+ dstlight.distatt[1] = light.distatt[1];
+ dstlight.distatt[2] = light.distatt[2];
+
+ dstlight.pos[0] = light.dpos[0];
+ dstlight.pos[1] = light.dpos[1];
+ dstlight.pos[2] = light.dpos[2];
+
+ double norm = double(light.ddir[0]) * double(light.ddir[0]) +
+ double(light.ddir[1]) * double(light.ddir[1]) +
+ double(light.ddir[2]) * double(light.ddir[2]);
+ norm = 1.0 / sqrt(norm);
+ float norm_float = static_cast<float>(norm);
+ dstlight.dir[0] = light.ddir[0] * norm_float;
+ dstlight.dir[1] = light.ddir[1] * norm_float;
+ dstlight.dir[2] = light.ddir[2] * norm_float;
+ }
+ dirty = true;
+
+ nLightsChanged[0] = nLightsChanged[1] = -1;
+ }
+
+ for (int i : nMaterialsChanged)
+ {
+ u32 data = i >= 2 ? xfmem.matColor[i - 2] : xfmem.ambColor[i];
+ constants.materials[i][0] = (data >> 24) & 0xFF;
+ constants.materials[i][1] = (data >> 16) & 0xFF;
+ constants.materials[i][2] = (data >> 8) & 0xFF;
+ constants.materials[i][3] = data & 0xFF;
+ dirty = true;
+ }
+ nMaterialsChanged = BitSet32(0);
+
+ if (bPosNormalMatrixChanged)
+ {
+ bPosNormalMatrixChanged = false;
+
+ const float* pos = &xfmem.posMatrices[g_main_cp_state.matrix_index_a.PosNormalMtxIdx * 4];
+ const float* norm =
+ &xfmem.normalMatrices[3 * (g_main_cp_state.matrix_index_a.PosNormalMtxIdx & 31)];
+
+ memcpy(constants.posnormalmatrix, pos, 3 * sizeof(float4));
+ memcpy(constants.posnormalmatrix[3], norm, 3 * sizeof(float));
+ memcpy(constants.posnormalmatrix[4], norm + 3, 3 * sizeof(float));
+ memcpy(constants.posnormalmatrix[5], norm + 6, 3 * sizeof(float));
+ dirty = true;
+ }
+
+ if (bTexMatricesChanged[0])
+ {
+ bTexMatricesChanged[0] = false;
+ const float* pos_matrix_ptrs[] = {
+ &xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex0MtxIdx * 4],
+ &xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex1MtxIdx * 4],
+ &xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex2MtxIdx * 4],
+ &xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex3MtxIdx * 4]};
+
+ for (size_t i = 0; i < ArraySize(pos_matrix_ptrs); ++i)
+ {
+ memcpy(constants.texmatrices[3 * i], pos_matrix_ptrs[i], 3 * sizeof(float4));
+ }
+ dirty = true;
+ }
+
+ if (bTexMatricesChanged[1])
+ {
+ bTexMatricesChanged[1] = false;
+ const float* pos_matrix_ptrs[] = {
+ &xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex4MtxIdx * 4],
+ &xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex5MtxIdx * 4],
+ &xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex6MtxIdx * 4],
+ &xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex7MtxIdx * 4]};
+
+ for (size_t i = 0; i < ArraySize(pos_matrix_ptrs); ++i)
+ {
+ memcpy(constants.texmatrices[3 * i + 12], pos_matrix_ptrs[i], 3 * sizeof(float4));
+ }
+ dirty = true;
+ }
+
+ if (bViewportChanged)
+ {
+ bViewportChanged = false;
+
+ // The console GPU places the pixel center at 7/12 unless antialiasing
+ // is enabled, while D3D and OpenGL place it at 0.5. See the comment
+ // in VertexShaderGen.cpp for details.
+ // NOTE: If we ever emulate antialiasing, the sample locations set by
+ // BP registers 0x01-0x04 need to be considered here.
+ const float pixel_center_correction = 7.0f / 12.0f - 0.5f;
+ const float pixel_size_x = 2.f / Renderer::EFBToScaledXf(2.f * xfmem.viewport.wd);
+ const float pixel_size_y = 2.f / Renderer::EFBToScaledXf(2.f * xfmem.viewport.ht);
+ constants.pixelcentercorrection[0] = pixel_center_correction * pixel_size_x;
+ constants.pixelcentercorrection[1] = pixel_center_correction * pixel_size_y;
+ dirty = true;
+ // This is so implementation-dependent that we can't have it here.
+ g_renderer->SetViewport();
+
+ // Update projection if the viewport isn't 1:1 useable
+ if (!g_ActiveConfig.backend_info.bSupportsOversizedViewports)
+ {
+ ViewportCorrectionMatrix(s_viewportCorrection);
+ bProjectionChanged = true;
+ }
+ }
+
+ if (bProjectionChanged)
+ {
+ bProjectionChanged = false;
+
+ float* rawProjection = xfmem.projection.rawProjection;
+
+ switch (xfmem.projection.type)
+ {
+ case GX_PERSPECTIVE:
+
+ g_fProjectionMatrix[0] = rawProjection[0] * g_ActiveConfig.fAspectRatioHackW;
+ g_fProjectionMatrix[1] = 0.0f;
+ g_fProjectionMatrix[2] = rawProjection[1];
+ g_fProjectionMatrix[3] = 0.0f;
+
+ g_fProjectionMatrix[4] = 0.0f;
+ g_fProjectionMatrix[5] = rawProjection[2] * g_ActiveConfig.fAspectRatioHackH;
+ g_fProjectionMatrix[6] = rawProjection[3];
+ g_fProjectionMatrix[7] = 0.0f;
+
+ g_fProjectionMatrix[8] = 0.0f;
+ g_fProjectionMatrix[9] = 0.0f;
+ g_fProjectionMatrix[10] = rawProjection[4];
+
+ g_fProjectionMatrix[11] = rawProjection[5];
+
+ g_fProjectionMatrix[12] = 0.0f;
+ g_fProjectionMatrix[13] = 0.0f;
+
+ // Hack to fix depth clipping precision issues (such as Sonic Adventure UI)
+ g_fProjectionMatrix[14] = -(1.0f + FLT_EPSILON);
+ g_fProjectionMatrix[15] = 0.0f;
+
+ // Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
+ if (!SConfig::GetInstance().bWii)
+ {
+ bool viewport_is_4_3 = AspectIs4_3(xfmem.viewport.wd, xfmem.viewport.ht);
+ if (AspectIs16_9(rawProjection[2], rawProjection[0]) && viewport_is_4_3)
+ Core::g_aspect_wide = true; // Projection is 16:9 and viewport is 4:3, we are rendering
+ // an anamorphic widescreen picture
+ else if (AspectIs4_3(rawProjection[2], rawProjection[0]) && viewport_is_4_3)
+ Core::g_aspect_wide =
+ false; // Project and viewports are both 4:3, we are rendering a normal image.
+ }
+
+ SETSTAT_FT(stats.gproj_0, g_fProjectionMatrix[0]);
+ SETSTAT_FT(stats.gproj_1, g_fProjectionMatrix[1]);
+ SETSTAT_FT(stats.gproj_2, g_fProjectionMatrix[2]);
+ SETSTAT_FT(stats.gproj_3, g_fProjectionMatrix[3]);
+ SETSTAT_FT(stats.gproj_4, g_fProjectionMatrix[4]);
+ SETSTAT_FT(stats.gproj_5, g_fProjectionMatrix[5]);
+ SETSTAT_FT(stats.gproj_6, g_fProjectionMatrix[6]);
+ SETSTAT_FT(stats.gproj_7, g_fProjectionMatrix[7]);
+ SETSTAT_FT(stats.gproj_8, g_fProjectionMatrix[8]);
+ SETSTAT_FT(stats.gproj_9, g_fProjectionMatrix[9]);
+ SETSTAT_FT(stats.gproj_10, g_fProjectionMatrix[10]);
+ SETSTAT_FT(stats.gproj_11, g_fProjectionMatrix[11]);
+ SETSTAT_FT(stats.gproj_12, g_fProjectionMatrix[12]);
+ SETSTAT_FT(stats.gproj_13, g_fProjectionMatrix[13]);
+ SETSTAT_FT(stats.gproj_14, g_fProjectionMatrix[14]);
+ SETSTAT_FT(stats.gproj_15, g_fProjectionMatrix[15]);
+ break;
+
+ case GX_ORTHOGRAPHIC:
+
+ 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] = (g_ProjHack1.value + rawProjection[4]) *
+ ((g_ProjHack1.sign == 0) ? 1.0f : g_ProjHack1.sign);
+ g_fProjectionMatrix[11] = (g_ProjHack2.value + rawProjection[5]) *
+ ((g_ProjHack2.sign == 0) ? 1.0f : g_ProjHack2.sign);
+
+ g_fProjectionMatrix[12] = 0.0f;
+ g_fProjectionMatrix[13] = 0.0f;
+
+ g_fProjectionMatrix[14] = 0.0f;
+
+ // Hack to fix depth clipping precision issues (such as Sonic Unleashed UI)
+ g_fProjectionMatrix[15] = 1.0f + FLT_EPSILON;
+
+ SETSTAT_FT(stats.g2proj_0, g_fProjectionMatrix[0]);
+ SETSTAT_FT(stats.g2proj_1, g_fProjectionMatrix[1]);
+ SETSTAT_FT(stats.g2proj_2, g_fProjectionMatrix[2]);
+ SETSTAT_FT(stats.g2proj_3, g_fProjectionMatrix[3]);
+ SETSTAT_FT(stats.g2proj_4, g_fProjectionMatrix[4]);
+ SETSTAT_FT(stats.g2proj_5, g_fProjectionMatrix[5]);
+ SETSTAT_FT(stats.g2proj_6, g_fProjectionMatrix[6]);
+ SETSTAT_FT(stats.g2proj_7, g_fProjectionMatrix[7]);
+ SETSTAT_FT(stats.g2proj_8, g_fProjectionMatrix[8]);
+ SETSTAT_FT(stats.g2proj_9, g_fProjectionMatrix[9]);
+ SETSTAT_FT(stats.g2proj_10, g_fProjectionMatrix[10]);
+ SETSTAT_FT(stats.g2proj_11, g_fProjectionMatrix[11]);
+ SETSTAT_FT(stats.g2proj_12, g_fProjectionMatrix[12]);
+ SETSTAT_FT(stats.g2proj_13, g_fProjectionMatrix[13]);
+ SETSTAT_FT(stats.g2proj_14, g_fProjectionMatrix[14]);
+ SETSTAT_FT(stats.g2proj_15, g_fProjectionMatrix[15]);
+ SETSTAT_FT(stats.proj_0, rawProjection[0]);
+ SETSTAT_FT(stats.proj_1, rawProjection[1]);
+ SETSTAT_FT(stats.proj_2, rawProjection[2]);
+ SETSTAT_FT(stats.proj_3, rawProjection[3]);
+ SETSTAT_FT(stats.proj_4, rawProjection[4]);
+ SETSTAT_FT(stats.proj_5, rawProjection[5]);
+ break;
+
+ default:
+ ERROR_LOG(VIDEO, "Unknown projection type: %d", xfmem.projection.type);
+ }
+
+ PRIM_LOG("Projection: %f %f %f %f %f %f\n", rawProjection[0], rawProjection[1],
+ rawProjection[2], rawProjection[3], rawProjection[4], rawProjection[5]);
+
+ if (g_ActiveConfig.bFreeLook && xfmem.projection.type == GX_PERSPECTIVE)
+ {
+ Matrix44 mtxA;
+ Matrix44 mtxB;
+ Matrix44 viewMtx;
+
+ Matrix44::Translate(mtxA, s_fViewTranslationVector);
+ Matrix44::LoadMatrix33(mtxB, s_viewRotationMatrix);
+ Matrix44::Multiply(mtxB, mtxA, viewMtx); // view = rotation x translation
+ Matrix44::Set(mtxB, g_fProjectionMatrix);
+ Matrix44::Multiply(mtxB, viewMtx, mtxA); // mtxA = projection x view
+ Matrix44::Multiply(s_viewportCorrection, mtxA, mtxB); // mtxB = viewportCorrection x mtxA
+ memcpy(constants.projection, mtxB.data, 4 * sizeof(float4));
+ }
+ else
+ {
+ Matrix44 projMtx;
+ Matrix44::Set(projMtx, g_fProjectionMatrix);
+
+ Matrix44 correctedMtx;
+ Matrix44::Multiply(s_viewportCorrection, projMtx, correctedMtx);
+ memcpy(constants.projection, correctedMtx.data, 4 * sizeof(float4));
+ }
+
+ dirty = true;
+ }
}
void VertexShaderManager::InvalidateXFRange(int start, int end)
{
- if (((u32)start >= (u32)g_main_cp_state.matrix_index_a.PosNormalMtxIdx * 4 &&
- (u32)start < (u32)g_main_cp_state.matrix_index_a.PosNormalMtxIdx * 4 + 12) ||
- ((u32)start >= XFMEM_NORMALMATRICES + ((u32)g_main_cp_state.matrix_index_a.PosNormalMtxIdx & 31) * 3 &&
- (u32)start < XFMEM_NORMALMATRICES + ((u32)g_main_cp_state.matrix_index_a.PosNormalMtxIdx & 31) * 3 + 9))
- {
- bPosNormalMatrixChanged = true;
- }
-
- if (((u32)start >= (u32)g_main_cp_state.matrix_index_a.Tex0MtxIdx*4 && (u32)start < (u32)g_main_cp_state.matrix_index_a.Tex0MtxIdx*4+12) ||
- ((u32)start >= (u32)g_main_cp_state.matrix_index_a.Tex1MtxIdx*4 && (u32)start < (u32)g_main_cp_state.matrix_index_a.Tex1MtxIdx*4+12) ||
- ((u32)start >= (u32)g_main_cp_state.matrix_index_a.Tex2MtxIdx*4 && (u32)start < (u32)g_main_cp_state.matrix_index_a.Tex2MtxIdx*4+12) ||
- ((u32)start >= (u32)g_main_cp_state.matrix_index_a.Tex3MtxIdx*4 && (u32)start < (u32)g_main_cp_state.matrix_index_a.Tex3MtxIdx*4+12))
- {
- bTexMatricesChanged[0] = true;
- }
-
- if (((u32)start >= (u32)g_main_cp_state.matrix_index_b.Tex4MtxIdx*4 && (u32)start < (u32)g_main_cp_state.matrix_index_b.Tex4MtxIdx*4+12) ||
- ((u32)start >= (u32)g_main_cp_state.matrix_index_b.Tex5MtxIdx*4 && (u32)start < (u32)g_main_cp_state.matrix_index_b.Tex5MtxIdx*4+12) ||
- ((u32)start >= (u32)g_main_cp_state.matrix_index_b.Tex6MtxIdx*4 && (u32)start < (u32)g_main_cp_state.matrix_index_b.Tex6MtxIdx*4+12) ||
- ((u32)start >= (u32)g_main_cp_state.matrix_index_b.Tex7MtxIdx*4 && (u32)start < (u32)g_main_cp_state.matrix_index_b.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;
- }
- }
+ if (((u32)start >= (u32)g_main_cp_state.matrix_index_a.PosNormalMtxIdx * 4 &&
+ (u32)start < (u32)g_main_cp_state.matrix_index_a.PosNormalMtxIdx * 4 + 12) ||
+ ((u32)start >=
+ XFMEM_NORMALMATRICES + ((u32)g_main_cp_state.matrix_index_a.PosNormalMtxIdx & 31) * 3 &&
+ (u32)start < XFMEM_NORMALMATRICES +
+ ((u32)g_main_cp_state.matrix_index_a.PosNormalMtxIdx & 31) * 3 + 9))
+ {
+ bPosNormalMatrixChanged = true;
+ }
+
+ if (((u32)start >= (u32)g_main_cp_state.matrix_index_a.Tex0MtxIdx * 4 &&
+ (u32)start < (u32)g_main_cp_state.matrix_index_a.Tex0MtxIdx * 4 + 12) ||
+ ((u32)start >= (u32)g_main_cp_state.matrix_index_a.Tex1MtxIdx * 4 &&
+ (u32)start < (u32)g_main_cp_state.matrix_index_a.Tex1MtxIdx * 4 + 12) ||
+ ((u32)start >= (u32)g_main_cp_state.matrix_index_a.Tex2MtxIdx * 4 &&
+ (u32)start < (u32)g_main_cp_state.matrix_index_a.Tex2MtxIdx * 4 + 12) ||
+ ((u32)start >= (u32)g_main_cp_state.matrix_index_a.Tex3MtxIdx * 4 &&
+ (u32)start < (u32)g_main_cp_state.matrix_index_a.Tex3MtxIdx * 4 + 12))
+ {
+ bTexMatricesChanged[0] = true;
+ }
+
+ if (((u32)start >= (u32)g_main_cp_state.matrix_index_b.Tex4MtxIdx * 4 &&
+ (u32)start < (u32)g_main_cp_state.matrix_index_b.Tex4MtxIdx * 4 + 12) ||
+ ((u32)start >= (u32)g_main_cp_state.matrix_index_b.Tex5MtxIdx * 4 &&
+ (u32)start < (u32)g_main_cp_state.matrix_index_b.Tex5MtxIdx * 4 + 12) ||
+ ((u32)start >= (u32)g_main_cp_state.matrix_index_b.Tex6MtxIdx * 4 &&
+ (u32)start < (u32)g_main_cp_state.matrix_index_b.Tex6MtxIdx * 4 + 12) ||
+ ((u32)start >= (u32)g_main_cp_state.matrix_index_b.Tex7MtxIdx * 4 &&
+ (u32)start < (u32)g_main_cp_state.matrix_index_b.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 VertexShaderManager::SetTexMatrixChangedA(u32 Value)
{
- if (g_main_cp_state.matrix_index_a.Hex != Value)
- {
- VertexManagerBase::Flush();
- if (g_main_cp_state.matrix_index_a.PosNormalMtxIdx != (Value & 0x3f))
- bPosNormalMatrixChanged = true;
- bTexMatricesChanged[0] = true;
- g_main_cp_state.matrix_index_a.Hex = Value;
- }
+ if (g_main_cp_state.matrix_index_a.Hex != Value)
+ {
+ VertexManagerBase::Flush();
+ if (g_main_cp_state.matrix_index_a.PosNormalMtxIdx != (Value & 0x3f))
+ bPosNormalMatrixChanged = true;
+ bTexMatricesChanged[0] = true;
+ g_main_cp_state.matrix_index_a.Hex = Value;
+ }
}
void VertexShaderManager::SetTexMatrixChangedB(u32 Value)
{
- if (g_main_cp_state.matrix_index_b.Hex != Value)
- {
- VertexManagerBase::Flush();
- bTexMatricesChanged[1] = true;
- g_main_cp_state.matrix_index_b.Hex = Value;
- }
+ if (g_main_cp_state.matrix_index_b.Hex != Value)
+ {
+ VertexManagerBase::Flush();
+ bTexMatricesChanged[1] = true;
+ g_main_cp_state.matrix_index_b.Hex = Value;
+ }
}
void VertexShaderManager::SetViewportChanged()
{
- bViewportChanged = true;
+ bViewportChanged = true;
}
void VertexShaderManager::SetProjectionChanged()
{
- bProjectionChanged = true;
+ bProjectionChanged = true;
}
void VertexShaderManager::SetMaterialColorChanged(int index)
{
- nMaterialsChanged[index] = true;
+ nMaterialsChanged[index] = true;
}
void VertexShaderManager::TranslateView(float x, float y, float z)
{
- float result[3];
- float vector[3] = { x, z, y };
+ float result[3];
+ float vector[3] = {x, z, y};
- Matrix33::Multiply(s_viewInvRotationMatrix, vector, result);
+ Matrix33::Multiply(s_viewInvRotationMatrix, vector, result);
- for (size_t i = 0; i < ArraySize(result); i++)
- s_fViewTranslationVector[i] += result[i];
+ for (size_t i = 0; i < ArraySize(result); i++)
+ s_fViewTranslationVector[i] += result[i];
- bProjectionChanged = true;
+ bProjectionChanged = true;
}
void VertexShaderManager::RotateView(float x, float y)
{
- s_fViewRotation[0] += x;
- s_fViewRotation[1] += y;
+ s_fViewRotation[0] += x;
+ s_fViewRotation[1] += y;
- Matrix33 mx;
- Matrix33 my;
- Matrix33::RotateX(mx, s_fViewRotation[1]);
- Matrix33::RotateY(my, s_fViewRotation[0]);
- Matrix33::Multiply(mx, my, s_viewRotationMatrix);
+ Matrix33 mx;
+ Matrix33 my;
+ Matrix33::RotateX(mx, s_fViewRotation[1]);
+ Matrix33::RotateY(my, s_fViewRotation[0]);
+ Matrix33::Multiply(mx, my, s_viewRotationMatrix);
- // reverse rotation
- Matrix33::RotateX(mx, -s_fViewRotation[1]);
- Matrix33::RotateY(my, -s_fViewRotation[0]);
- Matrix33::Multiply(my, mx, s_viewInvRotationMatrix);
+ // reverse rotation
+ Matrix33::RotateX(mx, -s_fViewRotation[1]);
+ Matrix33::RotateY(my, -s_fViewRotation[0]);
+ Matrix33::Multiply(my, mx, s_viewInvRotationMatrix);
- bProjectionChanged = true;
+ bProjectionChanged = true;
}
void VertexShaderManager::ResetView()
{
- memset(s_fViewTranslationVector, 0, sizeof(s_fViewTranslationVector));
- Matrix33::LoadIdentity(s_viewRotationMatrix);
- Matrix33::LoadIdentity(s_viewInvRotationMatrix);
- s_fViewRotation[0] = s_fViewRotation[1] = 0.0f;
+ memset(s_fViewTranslationVector, 0, sizeof(s_fViewTranslationVector));
+ Matrix33::LoadIdentity(s_viewRotationMatrix);
+ Matrix33::LoadIdentity(s_viewInvRotationMatrix);
+ s_fViewRotation[0] = s_fViewRotation[1] = 0.0f;
- bProjectionChanged = true;
+ bProjectionChanged = true;
}
void VertexShaderManager::TransformToClipSpace(const float* data, float* out, u32 MtxIdx)
{
- const float* world_matrix = &xfmem.posMatrices[(MtxIdx & 0x3f) * 4];
-
- // We use the projection matrix calculated by VertexShaderManager, because it
- // includes any free look transformations.
- // Make sure VertexShaderManager::SetConstants() has been called first.
- const float* proj_matrix = &g_fProjectionMatrix[0];
-
- const float t[3] = {
- data[0] * world_matrix[0] + data[1] * world_matrix[1] + data[2] * world_matrix[2] + world_matrix[3],
- data[0] * world_matrix[4] + data[1] * world_matrix[5] + data[2] * world_matrix[6] + world_matrix[7],
- data[0] * world_matrix[8] + data[1] * world_matrix[9] + data[2] * world_matrix[10] + world_matrix[11]
- };
-
- out[0] = t[0] * proj_matrix[0] + t[1] * proj_matrix[1] + t[2] * proj_matrix[2] + proj_matrix[3];
- out[1] = t[0] * proj_matrix[4] + t[1] * proj_matrix[5] + t[2] * proj_matrix[6] + proj_matrix[7];
- out[2] = t[0] * proj_matrix[8] + t[1] * proj_matrix[9] + t[2] * proj_matrix[10] + proj_matrix[11];
- out[3] = t[0] * proj_matrix[12] + t[1] * proj_matrix[13] + t[2] * proj_matrix[14] + proj_matrix[15];
+ const float* world_matrix = &xfmem.posMatrices[(MtxIdx & 0x3f) * 4];
+
+ // We use the projection matrix calculated by VertexShaderManager, because it
+ // includes any free look transformations.
+ // Make sure VertexShaderManager::SetConstants() has been called first.
+ const float* proj_matrix = &g_fProjectionMatrix[0];
+
+ const float t[3] = {data[0] * world_matrix[0] + data[1] * world_matrix[1] +
+ data[2] * world_matrix[2] + world_matrix[3],
+ data[0] * world_matrix[4] + data[1] * world_matrix[5] +
+ data[2] * world_matrix[6] + world_matrix[7],
+ data[0] * world_matrix[8] + data[1] * world_matrix[9] +
+ data[2] * world_matrix[10] + world_matrix[11]};
+
+ out[0] = t[0] * proj_matrix[0] + t[1] * proj_matrix[1] + t[2] * proj_matrix[2] + proj_matrix[3];
+ out[1] = t[0] * proj_matrix[4] + t[1] * proj_matrix[5] + t[2] * proj_matrix[6] + proj_matrix[7];
+ out[2] = t[0] * proj_matrix[8] + t[1] * proj_matrix[9] + t[2] * proj_matrix[10] + proj_matrix[11];
+ out[3] =
+ t[0] * proj_matrix[12] + t[1] * proj_matrix[13] + t[2] * proj_matrix[14] + proj_matrix[15];
}
-void VertexShaderManager::DoState(PointerWrap &p)
+void VertexShaderManager::DoState(PointerWrap& p)
{
- p.Do(g_fProjectionMatrix);
- p.Do(s_viewportCorrection);
- p.Do(s_viewRotationMatrix);
- p.Do(s_viewInvRotationMatrix);
- p.Do(s_fViewTranslationVector);
- p.Do(s_fViewRotation);
-
- p.Do(nTransformMatricesChanged);
- p.Do(nNormalMatricesChanged);
- p.Do(nPostTransformMatricesChanged);
- p.Do(nLightsChanged);
-
- p.Do(nMaterialsChanged);
- p.Do(bTexMatricesChanged);
- p.Do(bPosNormalMatrixChanged);
- p.Do(bProjectionChanged);
- p.Do(bViewportChanged);
-
- p.Do(constants);
-
- if (p.GetMode() == PointerWrap::MODE_READ)
- {
- Dirty();
- }
+ p.Do(g_fProjectionMatrix);
+ p.Do(s_viewportCorrection);
+ p.Do(s_viewRotationMatrix);
+ p.Do(s_viewInvRotationMatrix);
+ p.Do(s_fViewTranslationVector);
+ p.Do(s_fViewRotation);
+
+ p.Do(nTransformMatricesChanged);
+ p.Do(nNormalMatricesChanged);
+ p.Do(nPostTransformMatricesChanged);
+ p.Do(nLightsChanged);
+
+ p.Do(nMaterialsChanged);
+ p.Do(bTexMatricesChanged);
+ p.Do(bPosNormalMatrixChanged);
+ p.Do(bProjectionChanged);
+ p.Do(bViewportChanged);
+
+ p.Do(constants);
+
+ if (p.GetMode() == PointerWrap::MODE_READ)
+ {
+ Dirty();
+ }
}