diff options
| author | luisr142004 <luisr142004@gmail.com> | 2010-06-05 01:38:22 +0000 |
|---|---|---|
| committer | luisr142004 <luisr142004@gmail.com> | 2010-06-05 01:38:22 +0000 |
| commit | 2e783d976902ea1ce8d6558d3c49282dc644301a (patch) | |
| tree | c0b8b046d69c92fdec0cc236a7f52c5ae09a3604 /Source/Core/VideoCommon | |
| parent | c98f8a96d2d504d6d383a4dec6ec44c254ba41f0 (diff) | |
space changes, merge #defines, language fix, and code reorder/cleanup :P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5614 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon')
| -rw-r--r-- | Source/Core/VideoCommon/Src/BPStructs.cpp | 131 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/Src/VertexShaderManager.cpp | 478 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/Src/VideoConfig.cpp | 158 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/Src/VideoConfig.h | 74 |
4 files changed, 421 insertions, 420 deletions
diff --git a/Source/Core/VideoCommon/Src/BPStructs.cpp b/Source/Core/VideoCommon/Src/BPStructs.cpp index 2a0fecf0a3..e620f80b43 100644 --- a/Source/Core/VideoCommon/Src/BPStructs.cpp +++ b/Source/Core/VideoCommon/Src/BPStructs.cpp @@ -17,6 +17,7 @@ #include <cmath> +#include "VideoConfig.h" #include "Profiler.h" #include "Statistics.h" #include "Render.h" @@ -35,8 +36,8 @@ using namespace BPFunctions; void BPInit() { - memset(&bpmem, 0, sizeof(bpmem)); - bpmem.bpMask = 0xFFFFFF; + memset(&bpmem, 0, sizeof(bpmem)); + bpmem.bpMask = 0xFFFFFF; } void RenderToXFB(const BPCmd &bp, const EFBRectangle &rc, float yScale, float xfbLines, u32 xfbAddr, const u32 dstWidth, const u32 dstHeight) @@ -46,22 +47,22 @@ void RenderToXFB(const BPCmd &bp, const EFBRectangle &rc, float yScale, float xf void BPWritten(const BPCmd& bp) { - /* - ---------------------------------------------------------------------------------------------------------------- - Purpose: Writes to the BP registers - Called: At the end of every: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg - How It Works: First the pipeline is flushed then update the bpmem with the new value. - Some of the BP cases have to call certain functions while others just update the bpmem. - some bp cases check the changes variable, because they might not have to be updated all the time - NOTE: it seems not all bp cases like checking changes, so calling if (bp.changes == 0 ? false : true) - had to be ditched and the games seem to work fine with out it. - NOTE2: Yet Another Gamecube Documentation calls them Bypass Raster State Registers but possibly completely wrong - NOTE3: This controls the register groups: RAS1/2, SU, TF, TEV, C/Z, PEC - TODO: Turn into function table. The (future) DisplayList (DL) jit can then call the functions directly, - getting rid of dynamic dispatch. Unfortunately, few games use DLs properly - most\ - just stuff geometry in them and don't put state changes there. - ---------------------------------------------------------------------------------------------------------------- - */ + /* + ---------------------------------------------------------------------------------------------------------------- + Purpose: Writes to the BP registers + Called: At the end of every: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg + How It Works: First the pipeline is flushed then update the bpmem with the new value. + Some of the BP cases have to call certain functions while others just update the bpmem. + some bp cases check the changes variable, because they might not have to be updated all the time + NOTE: it seems not all bp cases like checking changes, so calling if (bp.changes == 0 ? false : true) + had to be ditched and the games seem to work fine with out it. + NOTE2: Yet Another Gamecube Documentation calls them Bypass Raster State Registers but possibly completely wrong + NOTE3: This controls the register groups: RAS1/2, SU, TF, TEV, C/Z, PEC + TODO: Turn into function table. The (future) DisplayList (DL) jit can then call the functions directly, + getting rid of dynamic dispatch. Unfortunately, few games use DLs properly - most\ + just stuff geometry in them and don't put state changes there + ---------------------------------------------------------------------------------------------------------------- + */ // Debugging only, this lets you skip a bp update //static int times = 0; @@ -83,13 +84,13 @@ void BPWritten(const BPCmd& bp) //s_bpCritical.Enter(); FlushPipeline(); - ((u32*)&bpmem)[bp.address] = bp.newvalue; + ((u32*)&bpmem)[bp.address] = bp.newvalue; switch (bp.address) { case BPMEM_GENMODE: // Set the Generation Mode { - PRIM_LOG("genmode: texgen=%d, col=%d, ms_en=%d, tev=%d, culmode=%d, ind=%d, zfeeze=%d", + PRIM_LOG("genmode: texgen=%d, col=%d, ms_en=%d, tev=%d, cullmode=%d, ind=%d, zfeeze=%d", bpmem.genMode.numtexgens, bpmem.genMode.numcolchans, bpmem.genMode.ms_en, bpmem.genMode.numtevstages+1, bpmem.genMode.cullmode, bpmem.genMode.numindstages, bpmem.genMode.zfreeze); @@ -108,9 +109,9 @@ void BPWritten(const BPCmd& bp) PixelShaderManager::SetIndMatrixChanged((bp.address - BPMEM_IND_MTXA) / 3); break; case BPMEM_RAS1_SS0: // Index Texture Coordinate Scale 0 - PixelShaderManager::SetIndTexScaleChanged(0x03); + PixelShaderManager::SetIndTexScaleChanged(0x03); case BPMEM_RAS1_SS1: // Index Texture Coordinate Scale 1 - PixelShaderManager::SetIndTexScaleChanged(0x0c); + PixelShaderManager::SetIndTexScaleChanged(0x0c); break; // ---------------- // Scissor Control @@ -159,31 +160,31 @@ void BPWritten(const BPCmd& bp) // This is called when the game is done drawing the new frame (eg: like in DX: Begin(); Draw(); End();) // Triggers an interrupt on the PPC side so that the game knows when the GPU has finished drawing. // Tokens are similar. - case BPMEM_SETDRAWDONE: + case BPMEM_SETDRAWDONE: switch (bp.newvalue & 0xFF) - { - case 0x02: - PixelEngine::SetFinish(); // may generate interrupt - DEBUG_LOG(VIDEO, "GXSetDrawDone SetPEFinish (value: 0x%02X)", (bp.newvalue & 0xFFFF)); - break; - - default: - WARN_LOG(VIDEO, "GXSetDrawDone ??? (value 0x%02X)", (bp.newvalue & 0xFFFF)); - break; - } - break; + { + case 0x02: + PixelEngine::SetFinish(); // may generate interrupt + DEBUG_LOG(VIDEO, "GXSetDrawDone SetPEFinish (value: 0x%02X)", (bp.newvalue & 0xFFFF)); + break; + + default: + WARN_LOG(VIDEO, "GXSetDrawDone ??? (value 0x%02X)", (bp.newvalue & 0xFFFF)); + break; + } + break; case BPMEM_PE_TOKEN_ID: // Pixel Engine Token ID - PixelEngine::SetToken(static_cast<u16>(bp.newvalue & 0xFFFF), FALSE); - DEBUG_LOG(VIDEO, "SetPEToken 0x%04x", (bp.newvalue & 0xFFFF)); - break; - case BPMEM_PE_TOKEN_INT_ID: // Pixel Engine Interrupt Token ID - PixelEngine::SetToken(static_cast<u16>(bp.newvalue & 0xFFFF), TRUE); - DEBUG_LOG(VIDEO, "SetPEToken + INT 0x%04x", (bp.newvalue & 0xFFFF)); - break; + PixelEngine::SetToken(static_cast<u16>(bp.newvalue & 0xFFFF), FALSE); + DEBUG_LOG(VIDEO, "SetPEToken 0x%04x", (bp.newvalue & 0xFFFF)); + break; + case BPMEM_PE_TOKEN_INT_ID: // Pixel Engine Interrupt Token ID + PixelEngine::SetToken(static_cast<u16>(bp.newvalue & 0xFFFF), TRUE); + DEBUG_LOG(VIDEO, "SetPEToken + INT 0x%04x", (bp.newvalue & 0xFFFF)); + break; // ------------------------ // EFB copy command. This copies a rectangle from the EFB to either RAM in a texture format or to XFB as YUYV. // It can also optionally clear the EFB while copying from it. To emulate this, we of course copy first and clear afterwards. - case BPMEM_TRIGGER_EFB_COPY: // Copy EFB Region or Render to the XFB or Clear the screen. + case BPMEM_TRIGGER_EFB_COPY: // Copy EFB Region or Render to the XFB or Clear the screen. { DVSTARTSUBPROFILE("LoadBPReg:swap"); // The bottom right is within the rectangle @@ -200,7 +201,7 @@ void BPWritten(const BPCmd& bp) // Check if we are to copy from the EFB or draw to the XFB if (PE_copy.copy_to_xfb == 0) { - if (GetConfig(CONFIG_SHOWEFBREGIONS)) + if (GetConfig(CONFIG_SHOWEFBREGIONS)) stats.efb_regions.push_back(rc); CopyEFB(bp, rc, bpmem.copyTexDest << 5, @@ -244,21 +245,21 @@ void BPWritten(const BPCmd& bp) } RestoreRenderState(bp); - + break; } case BPMEM_LOADTLUT0: // This one updates bpmem.tlutXferSrc, no need to do anything here. break; case BPMEM_LOADTLUT1: // Load a Texture Look Up Table - { - DVSTARTSUBPROFILE("LoadBPReg:GXLoadTlut"); + { + DVSTARTSUBPROFILE("LoadBPReg:GXLoadTlut"); - u32 tlutTMemAddr = (bp.newvalue & 0x3FF) << 9; - u32 tlutXferCount = (bp.newvalue & 0x1FFC00) >> 5; + u32 tlutTMemAddr = (bp.newvalue & 0x3FF) << 9; + u32 tlutXferCount = (bp.newvalue & 0x1FFC00) >> 5; u8 *ptr = 0; - // TODO - figure out a cleaner way. + // TODO - figure out a cleaner way. if (GetConfig(CONFIG_ISWII)) ptr = GetPointer(bpmem.tlutXferSrc << 5); else @@ -269,10 +270,10 @@ void BPWritten(const BPCmd& bp) else PanicAlert("Invalid palette pointer %08x %08x %08x", bpmem.tlutXferSrc, bpmem.tlutXferSrc << 5, (bpmem.tlutXferSrc & 0xFFFFF)<< 5); - // TODO(ector) : kill all textures that use this palette - // Not sure if it's a good idea, though. For now, we hash texture palettes + // TODO(ector) : kill all textures that use this palette + // Not sure if it's a good idea, though. For now, we hash texture palettes break; - } + } case BPMEM_FOGRANGE: // Fog Settings Control case BPMEM_FOGRANGE+1: case BPMEM_FOGRANGE+2: @@ -293,15 +294,15 @@ void BPWritten(const BPCmd& bp) case BPMEM_ALPHACOMPARE: // Compare Alpha Values PRIM_LOG("alphacmp: ref0=%d, ref1=%d, comp0=%d, comp1=%d, logic=%d", bpmem.alphaFunc.ref0, bpmem.alphaFunc.ref1, bpmem.alphaFunc.comp0, bpmem.alphaFunc.comp1, bpmem.alphaFunc.logic); - PixelShaderManager::SetAlpha(bpmem.alphaFunc); + PixelShaderManager::SetAlpha(bpmem.alphaFunc); break; case BPMEM_BIAS: // BIAS PRIM_LOG("ztex bias=0x%x", bpmem.ztex1.bias); - PixelShaderManager::SetZTextureBias(bpmem.ztex1.bias); + PixelShaderManager::SetZTextureBias(bpmem.ztex1.bias); break; case BPMEM_ZTEX2: // Z Texture type { - if (bp.changes & 3) + if (bp.changes & 3) PixelShaderManager::SetZTextureTypeChanged(); #if defined(_DEBUG) || defined(DEBUGFAST) const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"}; @@ -381,8 +382,8 @@ void BPWritten(const BPCmd& bp) } #endif break; - } - case BPMEM_TEXINVALIDATE: // Used, if game has manual control the Texture Cache, which we don't allow + } + case BPMEM_TEXINVALIDATE: // Used, if game has manual control the Texture Cache, which we don't allow DEBUG_LOG(VIDEO, "BP Texture Invalid: %08x", bp.newvalue); case BPMEM_ZCOMPARE: // Set the Z-Compare and EFB pixel format case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel @@ -395,7 +396,7 @@ void BPWritten(const BPCmd& bp) 9 BC1 - Ind. Tex Stage 1 NTexCoord 6 BI1 - Ind. Tex Stage 1 NTexMap 3 BC0 - Ind. Tex Stage 0 NTexCoord - 0 BI0 - Ind. Tex Stage 0 NTexMap */ + 0 BI0 - Ind. Tex Stage 0 NTexMap*/ case BPMEM_TEV_KSEL: // Texture Environment Swap Mode Table 0 case BPMEM_TEV_KSEL+1:// Texture Environment Swap Mode Table 1 case BPMEM_TEV_KSEL+2:// Texture Environment Swap Mode Table 2 @@ -405,7 +406,7 @@ void BPWritten(const BPCmd& bp) case BPMEM_TEV_KSEL+6:// Texture Environment Swap Mode Table 6 case BPMEM_TEV_KSEL+7:// Texture Environment Swap Mode Table 7 case BPMEM_BP_MASK: // This Register can be used to limit to which bits of BP registers is actually written to. the mask is - // only valid for the next BP command, and will reset itself. + // only valid for the next BP command, and will reset itself. case BPMEM_IND_IMASK: // Index Mask ? case BPMEM_REVBITS: // Always set to 0x0F when GX_InitRevBits() is called. break; @@ -439,7 +440,7 @@ void BPWritten(const BPCmd& bp) break; // ---------------------- // Set wrap size - // ---------------------- + // ---------------------- case BPMEM_SU_SSIZE: case BPMEM_SU_TSIZE: case BPMEM_SU_SSIZE+2: @@ -456,12 +457,12 @@ void BPWritten(const BPCmd& bp) case BPMEM_SU_TSIZE+12: case BPMEM_SU_SSIZE+14: case BPMEM_SU_TSIZE+14: - PixelShaderManager::SetTexCoordChanged((bp.address - BPMEM_SU_SSIZE) >> 1); + PixelShaderManager::SetTexCoordChanged((bp.address - BPMEM_SU_SSIZE) >> 1); break; // ------------------------ // BPMEM_TX_SETMODE0 - (Texture lookup and filtering mode) LOD/BIAS Clamp, MaxAnsio, LODBIAS, DiagLoad, Min Filter, Mag Filter, Wrap T, S // BPMEM_TX_SETMODE1 - (LOD Stuff) - Max LOD, Min LOD - // ------------------------ + // ------------------------ case BPMEM_TX_SETMODE0: // (0x90 for linear) case BPMEM_TX_SETMODE0_4: // Shouldn't need to call this here, we call it for each active texture right before rendering @@ -476,7 +477,7 @@ void BPWritten(const BPCmd& bp) // BPMEM_TX_SETIMAGE1 - even LOD address in TMEM - Image Type, Cache Height, Cache Width, TMEM Offset // BPMEM_TX_SETIMAGE2 - odd LOD address in TMEM - Cache Height, Cache Width, TMEM Offset // BPMEM_TX_SETIMAGE3 - Address of Texture in main memory - // -------------------------------------------- + // -------------------------------------------- case BPMEM_TX_SETIMAGE0: case BPMEM_TX_SETIMAGE0_4: case BPMEM_TX_SETIMAGE1: @@ -489,14 +490,14 @@ void BPWritten(const BPCmd& bp) // ------------------------------- // Set a TLUT // BPMEM_TX_SETTLUT - Format, TMEM Offset (offset of TLUT from start of TMEM high bank > > 5) - // ------------------------------- + // ------------------------------- case BPMEM_TX_SETTLUT: case BPMEM_TX_SETLUT_4: break; // --------------------------------------------------- // Set the TEV Color - // --------------------------------------------------- + // --------------------------------------------------- case BPMEM_TEV_REGISTER_L: // Reg 1 case BPMEM_TEV_REGISTER_H: case BPMEM_TEV_REGISTER_L+2: // Reg 2 diff --git a/Source/Core/VideoCommon/Src/VertexShaderManager.cpp b/Source/Core/VideoCommon/Src/VertexShaderManager.cpp index 6569fb0b89..d7d1d83df2 100644 --- a/Source/Core/VideoCommon/Src/VertexShaderManager.cpp +++ b/Source/Core/VideoCommon/Src/VertexShaderManager.cpp @@ -138,8 +138,8 @@ void VertexShaderManager::Init() Dirty(); memset(&xfregs, 0, sizeof(xfregs)); - memset(xfmem, 0, sizeof(xfmem)); - ResetView(); + memset(xfmem, 0, sizeof(xfmem)); + ResetView(); } void VertexShaderManager::Shutdown() @@ -163,154 +163,154 @@ void VertexShaderManager::Dirty() // TODO: A cleaner way to control the matricies without making a mess in the parameters field void VertexShaderManager::SetConstants() { - if (nTransformMatricesChanged[0] >= 0) + if (nTransformMatricesChanged[0] >= 0) { - int startn = nTransformMatricesChanged[0] / 4; - int endn = (nTransformMatricesChanged[1] + 3) / 4; - const float* pstart = (const float*)&xfmem[startn * 4]; + int startn = nTransformMatricesChanged[0] / 4; + int endn = (nTransformMatricesChanged[1] + 3) / 4; + const float* pstart = (const float*)&xfmem[startn * 4]; SetMultiVSConstant4fv(C_TRANSFORMMATRICES + startn, endn - startn, pstart); - nTransformMatricesChanged[0] = nTransformMatricesChanged[1] = -1; - } - if (nNormalMatricesChanged[0] >= 0) + nTransformMatricesChanged[0] = nTransformMatricesChanged[1] = -1; + } + if (nNormalMatricesChanged[0] >= 0) { - int startn = nNormalMatricesChanged[0] / 3; - int endn = (nNormalMatricesChanged[1] + 2) / 3; - const float *pnstart = (const float*)&xfmem[XFMEM_NORMALMATRICES+3*startn]; - SetMultiVSConstant3fv(C_NORMALMATRICES + startn, endn - startn, pnstart); + int startn = nNormalMatricesChanged[0] / 3; + int endn = (nNormalMatricesChanged[1] + 2) / 3; + const float *pnstart = (const float*)&xfmem[XFMEM_NORMALMATRICES+3*startn]; + SetMultiVSConstant3fv(C_NORMALMATRICES + startn, endn - startn, pnstart); nNormalMatricesChanged[0] = nNormalMatricesChanged[1] = -1; - } + } - if (nPostTransformMatricesChanged[0] >= 0) + if (nPostTransformMatricesChanged[0] >= 0) { - int startn = nPostTransformMatricesChanged[0] / 4; - int endn = (nPostTransformMatricesChanged[1] + 3 ) / 4; - const float* pstart = (const float*)&xfmem[XFMEM_POSTMATRICES + startn * 4]; - SetMultiVSConstant4fv(C_POSTTRANSFORMMATRICES + startn, endn - startn, pstart); - } + int startn = nPostTransformMatricesChanged[0] / 4; + int endn = (nPostTransformMatricesChanged[1] + 3 ) / 4; + const float* pstart = (const float*)&xfmem[XFMEM_POSTMATRICES + startn * 4]; + SetMultiVSConstant4fv(C_POSTTRANSFORMMATRICES + startn, endn - startn, pstart); + } - if (nLightsChanged[0] >= 0) + if (nLightsChanged[0] >= 0) { - // 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; - const float* xfmemptr = (const float*)&xfmem[0x10 * istart + XFMEM_LIGHTS]; + // 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; + const float* xfmemptr = (const float*)&xfmem[0x10 * istart + XFMEM_LIGHTS]; - for (int i = istart; i < iend; ++i) + for (int i = istart; i < iend; ++i) { - u32 color = *(const u32*)(xfmemptr + 3); + u32 color = *(const u32*)(xfmemptr + 3); float NormalizationCoef = 1 / 255.0f; - SetVSConstant4f(C_LIGHTS + 5 * i, - ((color >> 24) & 0xFF) * NormalizationCoef, + SetVSConstant4f(C_LIGHTS + 5 * i, + ((color >> 24) & 0xFF) * NormalizationCoef, ((color >> 16) & 0xFF) * NormalizationCoef, ((color >> 8) & 0xFF) * NormalizationCoef, ((color) & 0xFF) * NormalizationCoef); - xfmemptr += 4; + xfmemptr += 4; - for (int j = 0; j < 4; ++j, xfmemptr += 3) + for (int j = 0; j < 4; ++j, xfmemptr += 3) { if (j == 1 && fabs(xfmemptr[0]) < 0.00001f && fabs(xfmemptr[1]) < 0.00001f && - fabs(xfmemptr[2]) < 0.00001f) + fabs(xfmemptr[2]) < 0.00001f) { - // dist attenuation, make sure not equal to 0!!! - SetVSConstant4f(C_LIGHTS+5*i+j+1, 0.00001f, xfmemptr[1], xfmemptr[2], 0); - } - else - SetVSConstant4fv(C_LIGHTS+5*i+j+1, xfmemptr); - } - } - - nLightsChanged[0] = nLightsChanged[1] = -1; - } - - if (nMaterialsChanged) + // dist attenuation, make sure not equal to 0!!! + SetVSConstant4f(C_LIGHTS+5*i+j+1, 0.00001f, xfmemptr[1], xfmemptr[2], 0); + } + else + SetVSConstant4fv(C_LIGHTS+5*i+j+1, xfmemptr); + } + } + + nLightsChanged[0] = nLightsChanged[1] = -1; + } + + if (nMaterialsChanged) { - for (int i = 0; i < 4; ++i) - if (nMaterialsChanged & (1 << i)) - SetVSConstant4fv(C_MATERIALS + i, &s_fMaterials[4 * i]); + for (int i = 0; i < 4; ++i) + if (nMaterialsChanged & (1 << i)) + SetVSConstant4fv(C_MATERIALS + i, &s_fMaterials[4 * i]); - nMaterialsChanged = 0; - } + nMaterialsChanged = 0; + } - if (bPosNormalMatrixChanged) + if (bPosNormalMatrixChanged) { - bPosNormalMatrixChanged = false; + bPosNormalMatrixChanged = false; - const float *pos = (const float *)xfmem + MatrixIndexA.PosNormalMtxIdx * 4; - const float *norm = (const float *)xfmem + XFMEM_NORMALMATRICES + 3 * (MatrixIndexA.PosNormalMtxIdx & 31); + const float *pos = (const float *)xfmem + MatrixIndexA.PosNormalMtxIdx * 4; + const float *norm = (const float *)xfmem + XFMEM_NORMALMATRICES + 3 * (MatrixIndexA.PosNormalMtxIdx & 31); - SetMultiVSConstant4fv(C_POSNORMALMATRIX, 3, pos); + SetMultiVSConstant4fv(C_POSNORMALMATRIX, 3, pos); SetMultiVSConstant3fv(C_POSNORMALMATRIX + 3, 3, norm); } - if (bTexMatricesChanged[0]) + if (bTexMatricesChanged[0]) { - bTexMatricesChanged[0] = false; - const float *fptrs[] = + bTexMatricesChanged[0] = false; + const float *fptrs[] = { (const float *)xfmem + MatrixIndexA.Tex0MtxIdx * 4, (const float *)xfmem + MatrixIndexA.Tex1MtxIdx * 4, - (const float *)xfmem + MatrixIndexA.Tex2MtxIdx * 4, (const float *)xfmem + MatrixIndexA.Tex3MtxIdx * 4 + (const float *)xfmem + MatrixIndexA.Tex2MtxIdx * 4, (const float *)xfmem + MatrixIndexA.Tex3MtxIdx * 4 }; - for (int i = 0; i < 4; ++i) + for (int i = 0; i < 4; ++i) { - SetMultiVSConstant4fv(C_TEXMATRICES + 3 * i, 3, fptrs[i]); - } - } + SetMultiVSConstant4fv(C_TEXMATRICES + 3 * i, 3, fptrs[i]); + } + } - if (bTexMatricesChanged[1]) + if (bTexMatricesChanged[1]) { - bTexMatricesChanged[1] = false; - const float *fptrs[] = { + bTexMatricesChanged[1] = false; + const float *fptrs[] = { (const float *)xfmem + MatrixIndexB.Tex4MtxIdx * 4, (const float *)xfmem + MatrixIndexB.Tex5MtxIdx * 4, - (const float *)xfmem + MatrixIndexB.Tex6MtxIdx * 4, (const float *)xfmem + MatrixIndexB.Tex7MtxIdx * 4 + (const float *)xfmem + MatrixIndexB.Tex6MtxIdx * 4, (const float *)xfmem + MatrixIndexB.Tex7MtxIdx * 4 }; - for (int i = 0; i < 4; ++i) + for (int i = 0; i < 4; ++i) { - SetMultiVSConstant4fv(C_TEXMATRICES+3 * i + 12, 3, fptrs[i]); - } - } + SetMultiVSConstant4fv(C_TEXMATRICES+3 * i + 12, 3, fptrs[i]); + } + } - if (bViewportChanged) + if (bViewportChanged) { - bViewportChanged = false; + bViewportChanged = false; // This is so implementation-dependent that we can't have it here. UpdateViewport(); - } + } - if (bProjectionChanged) + if (bProjectionChanged) { - bProjectionChanged = false; + bProjectionChanged = false; - if (xfregs.rawProjection[6] == 0) - { + if (xfregs.rawProjection[6] == 0) + { // Perspective g_fProjectionMatrix[0] = xfregs.rawProjection[0] * g_ActiveConfig.fAspectRatioHackW; g_fProjectionMatrix[1] = 0.0f; - g_fProjectionMatrix[2] = xfregs.rawProjection[1]; - g_fProjectionMatrix[3] = 0.0f; + g_fProjectionMatrix[2] = xfregs.rawProjection[1]; + g_fProjectionMatrix[3] = 0.0f; - g_fProjectionMatrix[4] = 0.0f; - g_fProjectionMatrix[5] = xfregs.rawProjection[2] * g_ActiveConfig.fAspectRatioHackH; - g_fProjectionMatrix[6] = xfregs.rawProjection[3]; - g_fProjectionMatrix[7] = 0.0f; + g_fProjectionMatrix[4] = 0.0f; + g_fProjectionMatrix[5] = xfregs.rawProjection[2] * g_ActiveConfig.fAspectRatioHackH; + g_fProjectionMatrix[6] = xfregs.rawProjection[3]; + g_fProjectionMatrix[7] = 0.0f; - g_fProjectionMatrix[8] = 0.0f; - g_fProjectionMatrix[9] = 0.0f; - g_fProjectionMatrix[10] = xfregs.rawProjection[4]; + g_fProjectionMatrix[8] = 0.0f; + g_fProjectionMatrix[9] = 0.0f; + g_fProjectionMatrix[10] = xfregs.rawProjection[4]; g_fProjectionMatrix[11] = xfregs.rawProjection[5]; - g_fProjectionMatrix[12] = 0.0f; - g_fProjectionMatrix[13] = 0.0f; + g_fProjectionMatrix[12] = 0.0f; + g_fProjectionMatrix[13] = 0.0f; // donkopunchstania: GC GPU rounds differently? // -(1 + epsilon) so objects are clipped as they are on the real HW - g_fProjectionMatrix[14] = -1.00000011921f; - g_fProjectionMatrix[15] = 0.0f; + g_fProjectionMatrix[14] = -1.00000011921f; + g_fProjectionMatrix[15] = 0.0f; SETSTAT_FT(stats.gproj_0, g_fProjectionMatrix[0]); SETSTAT_FT(stats.gproj_1, g_fProjectionMatrix[1]); @@ -328,29 +328,29 @@ void VertexShaderManager::SetConstants() SETSTAT_FT(stats.gproj_13, g_fProjectionMatrix[13]); SETSTAT_FT(stats.gproj_14, g_fProjectionMatrix[14]); SETSTAT_FT(stats.gproj_15, g_fProjectionMatrix[15]); - } - else + } + else { // Orthographic Projection - g_fProjectionMatrix[0] = xfregs.rawProjection[0]; - g_fProjectionMatrix[1] = 0.0f; - g_fProjectionMatrix[2] = 0.0f; - g_fProjectionMatrix[3] = xfregs.rawProjection[1]; - - g_fProjectionMatrix[4] = 0.0f; - g_fProjectionMatrix[5] = xfregs.rawProjection[2]; - g_fProjectionMatrix[6] = 0.0f; - g_fProjectionMatrix[7] = xfregs.rawProjection[3]; - - g_fProjectionMatrix[8] = 0.0f; - g_fProjectionMatrix[9] = 0.0f; - g_fProjectionMatrix[10] = (g_ProjHack1.enabled ? -(g_ProjHack1.value + xfregs.rawProjection[4]) : xfregs.rawProjection[4]); - g_fProjectionMatrix[11] = (g_ProjHack2.enabled ? -(g_ProjHack2.value + xfregs.rawProjection[5]) : xfregs.rawProjection[5]) + (g_ProjHack0 ? 0.1f : 0.0f); - - g_fProjectionMatrix[12] = 0.0f; - g_fProjectionMatrix[13] = 0.0f; - g_fProjectionMatrix[14] = 0.0f; - g_fProjectionMatrix[15] = 1.0f; + g_fProjectionMatrix[0] = xfregs.rawProjection[0]; + g_fProjectionMatrix[1] = 0.0f; + g_fProjectionMatrix[2] = 0.0f; + g_fProjectionMatrix[3] = xfregs.rawProjection[1]; + + g_fProjectionMatrix[4] = 0.0f; + g_fProjectionMatrix[5] = xfregs.rawProjection[2]; + g_fProjectionMatrix[6] = 0.0f; + g_fProjectionMatrix[7] = xfregs.rawProjection[3]; + + g_fProjectionMatrix[8] = 0.0f; + g_fProjectionMatrix[9] = 0.0f; + g_fProjectionMatrix[10] = (g_ProjHack1.enabled ? -(g_ProjHack1.value + xfregs.rawProjection[4]) : xfregs.rawProjection[4]); + g_fProjectionMatrix[11] = (g_ProjHack2.enabled ? -(g_ProjHack2.value + xfregs.rawProjection[5]) : xfregs.rawProjection[5]) + (g_ProjHack0 ? 0.1f : 0.0f); + + g_fProjectionMatrix[12] = 0.0f; + g_fProjectionMatrix[13] = 0.0f; + g_fProjectionMatrix[14] = 0.0f; + g_fProjectionMatrix[15] = 1.0f; SETSTAT_FT(stats.g2proj_0, g_fProjectionMatrix[0]); SETSTAT_FT(stats.g2proj_1, g_fProjectionMatrix[1]); @@ -375,140 +375,140 @@ void VertexShaderManager::SetConstants() SETSTAT_FT(stats.proj_4, xfregs.rawProjection[4]); SETSTAT_FT(stats.proj_5, xfregs.rawProjection[5]); SETSTAT_FT(stats.proj_6, xfregs.rawProjection[6]); - } + } - PRIM_LOG("Projection: %f %f %f %f %f %f\n", xfregs.rawProjection[0], xfregs.rawProjection[1], xfregs.rawProjection[2], xfregs.rawProjection[3], xfregs.rawProjection[4], xfregs.rawProjection[5]); + PRIM_LOG("Projection: %f %f %f %f %f %f\n", xfregs.rawProjection[0], xfregs.rawProjection[1], xfregs.rawProjection[2], xfregs.rawProjection[3], xfregs.rawProjection[4], xfregs.rawProjection[5]); - if (g_ActiveConfig.bFreeLook) + if (g_ActiveConfig.bFreeLook) { - 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 - - SetMultiVSConstant4fv(C_PROJECTION, 4, &mtxA.data[0]); - } - else + 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 + + SetMultiVSConstant4fv(C_PROJECTION, 4, &mtxA.data[0]); + } + else { - SetMultiVSConstant4fv(C_PROJECTION, 4, &g_fProjectionMatrix[0]); - } - } + SetMultiVSConstant4fv(C_PROJECTION, 4, &g_fProjectionMatrix[0]); + } + } } void VertexShaderManager::InvalidateXFRange(int start, int end) { - if (((u32)start >= (u32)MatrixIndexA.PosNormalMtxIdx * 4 && + if (((u32)start >= (u32)MatrixIndexA.PosNormalMtxIdx * 4 && (u32)start < (u32)MatrixIndexA.PosNormalMtxIdx * 4 + 12) || - ((u32)start >= XFMEM_NORMALMATRICES + ((u32)MatrixIndexA.PosNormalMtxIdx & 31) * 3 && + ((u32)start >= XFMEM_NORMALMATRICES + ((u32)MatrixIndexA.PosNormalMtxIdx & 31) * 3 && (u32)start < XFMEM_NORMALMATRICES + ((u32)MatrixIndexA.PosNormalMtxIdx & 31) * 3 + 9)) { - bPosNormalMatrixChanged = true; - } - - if (((u32)start >= (u32)MatrixIndexA.Tex0MtxIdx*4 && (u32)start < (u32)MatrixIndexA.Tex0MtxIdx*4+12) || - ((u32)start >= (u32)MatrixIndexA.Tex1MtxIdx*4 && (u32)start < (u32)MatrixIndexA.Tex1MtxIdx*4+12) || - ((u32)start >= (u32)MatrixIndexA.Tex2MtxIdx*4 && (u32)start < (u32)MatrixIndexA.Tex2MtxIdx*4+12) || - ((u32)start >= (u32)MatrixIndexA.Tex3MtxIdx*4 && (u32)start < (u32)MatrixIndexA.Tex3MtxIdx*4+12)) { - bTexMatricesChanged[0] = true; - } - - if (((u32)start >= (u32)MatrixIndexB.Tex4MtxIdx*4 && (u32)start < (u32)MatrixIndexB.Tex4MtxIdx*4+12) || - ((u32)start >= (u32)MatrixIndexB.Tex5MtxIdx*4 && (u32)start < (u32)MatrixIndexB.Tex5MtxIdx*4+12) || - ((u32)start >= (u32)MatrixIndexB.Tex6MtxIdx*4 && (u32)start < (u32)MatrixIndexB.Tex6MtxIdx*4+12) || - ((u32)start >= (u32)MatrixIndexB.Tex7MtxIdx*4 && (u32)start < (u32)MatrixIndexB.Tex7MtxIdx*4+12)) { - bTexMatricesChanged[1] = true; - } - - if (start < XFMEM_POSMATRICES_END) + bPosNormalMatrixChanged = true; + } + + if (((u32)start >= (u32)MatrixIndexA.Tex0MtxIdx*4 && (u32)start < (u32)MatrixIndexA.Tex0MtxIdx*4+12) || + ((u32)start >= (u32)MatrixIndexA.Tex1MtxIdx*4 && (u32)start < (u32)MatrixIndexA.Tex1MtxIdx*4+12) || + ((u32)start >= (u32)MatrixIndexA.Tex2MtxIdx*4 && (u32)start < (u32)MatrixIndexA.Tex2MtxIdx*4+12) || + ((u32)start >= (u32)MatrixIndexA.Tex3MtxIdx*4 && (u32)start < (u32)MatrixIndexA.Tex3MtxIdx*4+12)) { + bTexMatricesChanged[0] = true; + } + + if (((u32)start >= (u32)MatrixIndexB.Tex4MtxIdx*4 && (u32)start < (u32)MatrixIndexB.Tex4MtxIdx*4+12) || + ((u32)start >= (u32)MatrixIndexB.Tex5MtxIdx*4 && (u32)start < (u32)MatrixIndexB.Tex5MtxIdx*4+12) || + ((u32)start >= (u32)MatrixIndexB.Tex6MtxIdx*4 && (u32)start < (u32)MatrixIndexB.Tex6MtxIdx*4+12) || + ((u32)start >= (u32)MatrixIndexB.Tex7MtxIdx*4 && (u32)start < (u32)MatrixIndexB.Tex7MtxIdx*4+12)) { + bTexMatricesChanged[1] = true; + } + + if (start < XFMEM_POSMATRICES_END) { - if (nTransformMatricesChanged[0] == -1) + if (nTransformMatricesChanged[0] == -1) { - nTransformMatricesChanged[0] = start; - nTransformMatricesChanged[1] = end>XFMEM_POSMATRICES_END?XFMEM_POSMATRICES_END:end; - } - else + 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 (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) + 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; + 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) + if (nNormalMatricesChanged[0] == -1) { - nNormalMatricesChanged[0] = _start; - nNormalMatricesChanged[1] = _end; - } - else + nNormalMatricesChanged[0] = _start; + nNormalMatricesChanged[1] = _end; + } + else { - if (nNormalMatricesChanged[0] > _start) nNormalMatricesChanged[0] = _start; - if (nNormalMatricesChanged[1] < _end) nNormalMatricesChanged[1] = _end; - } - } + if (nNormalMatricesChanged[0] > _start) nNormalMatricesChanged[0] = _start; + if (nNormalMatricesChanged[1] < _end) nNormalMatricesChanged[1] = _end; + } + } - if (start < XFMEM_POSTMATRICES_END && end > XFMEM_POSTMATRICES) + 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; + 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) + if (nPostTransformMatricesChanged[0] == -1) { - nPostTransformMatricesChanged[0] = _start; - nPostTransformMatricesChanged[1] = _end; - } - else + nPostTransformMatricesChanged[0] = _start; + nPostTransformMatricesChanged[1] = _end; + } + else { - if (nPostTransformMatricesChanged[0] > _start) nPostTransformMatricesChanged[0] = _start; - if (nPostTransformMatricesChanged[1] < _end) nPostTransformMatricesChanged[1] = _end; - } - } + if (nPostTransformMatricesChanged[0] > _start) nPostTransformMatricesChanged[0] = _start; + if (nPostTransformMatricesChanged[1] < _end) nPostTransformMatricesChanged[1] = _end; + } + } - if (start < XFMEM_LIGHTS_END && end > XFMEM_LIGHTS) + 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; + 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 ) + if (nLightsChanged[0] == -1 ) { - nLightsChanged[0] = _start; - nLightsChanged[1] = _end; - } - else + nLightsChanged[0] = _start; + nLightsChanged[1] = _end; + } + else { - if (nLightsChanged[0] > _start) nLightsChanged[0] = _start; - if (nLightsChanged[1] < _end) nLightsChanged[1] = _end; - } - } + if (nLightsChanged[0] > _start) nLightsChanged[0] = _start; + if (nLightsChanged[1] < _end) nLightsChanged[1] = _end; + } + } } void VertexShaderManager::SetTexMatrixChangedA(u32 Value) { - if (MatrixIndexA.Hex != Value) + if (MatrixIndexA.Hex != Value) { - VertexManager::Flush(); - if (MatrixIndexA.PosNormalMtxIdx != (Value&0x3f)) - bPosNormalMatrixChanged = true; - bTexMatricesChanged[0] = true; - MatrixIndexA.Hex = Value; - } + VertexManager::Flush(); + if (MatrixIndexA.PosNormalMtxIdx != (Value&0x3f)) + bPosNormalMatrixChanged = true; + bTexMatricesChanged[0] = true; + MatrixIndexA.Hex = Value; + } } void VertexShaderManager::SetTexMatrixChangedB(u32 Value) { - if (MatrixIndexB.Hex != Value) + if (MatrixIndexB.Hex != Value) { - VertexManager::Flush(); - bTexMatricesChanged[1] = true; - MatrixIndexB.Hex = Value; - } + VertexManager::Flush(); + bTexMatricesChanged[1] = true; + MatrixIndexB.Hex = Value; + } } void VertexShaderManager::SetViewport(float* _Viewport, int constantIndex) @@ -521,20 +521,20 @@ void VertexShaderManager::SetViewport(float* _Viewport, int constantIndex) { xfregs.rawViewport[constantIndex] = _Viewport[0]; } - /*//Tino: i think this is nod needed so let this commented til confirmed + /*//Tino: i think this is not needed so leave this commented till confirmed // Workaround for paper mario, yep this is bizarre. - for (size_t i = 0; i < ARRAYSIZE(xfregs.rawViewport); ++i) + for (size_t i = 0; i < ARRAYSIZE(xfregs.rawViewport); ++i) { - if (*(u32*)(_Viewport + i) == 0x7f800000) // invalid fp number - return; - } - memcpy(xfregs.rawViewport, _Viewport, sizeof(xfregs.rawViewport));*/ - bViewportChanged = true; + if (*(u32*)(_Viewport + i) == 0x7f800000) // invalid fp number + return; + } + memcpy(xfregs.rawViewport, _Viewport, sizeof(xfregs.rawViewport));*/ + bViewportChanged = true; } void VertexShaderManager::SetViewportChanged() { - bViewportChanged = true; + bViewportChanged = true; } void VertexShaderManager::SetProjection(float* _pProjection, int constantIndex) @@ -547,7 +547,7 @@ void VertexShaderManager::SetProjection(float* _pProjection, int constantIndex) { xfregs.rawProjection[constantIndex] = _pProjection[0]; } - bProjectionChanged = true; + bProjectionChanged = true; } void VertexShaderManager::SetMaterialColor(int index, u32 data) @@ -564,42 +564,42 @@ void VertexShaderManager::SetMaterialColor(int index, u32 data) void VertexShaderManager::TranslateView(float x, float y) { - float result[3]; - float vector[3] = { x,0,y }; + float result[3]; + float vector[3] = { x,0,y }; - Matrix33::Multiply(s_viewInvRotationMatrix, vector, result); + Matrix33::Multiply(s_viewInvRotationMatrix, vector, result); - for (int i = 0; i < 3; i++) - s_fViewTranslationVector[i] += result[i]; + for (int i = 0; i < 3; 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; } diff --git a/Source/Core/VideoCommon/Src/VideoConfig.cpp b/Source/Core/VideoCommon/Src/VideoConfig.cpp index 0b97e604a2..0a17262235 100644 --- a/Source/Core/VideoCommon/Src/VideoConfig.cpp +++ b/Source/Core/VideoCommon/Src/VideoConfig.cpp @@ -26,7 +26,7 @@ VideoConfig g_Config; VideoConfig g_ActiveConfig; -void UpdateActiveConfig() +void UpdateActiveConfig() { g_ActiveConfig = g_Config; } @@ -35,7 +35,7 @@ VideoConfig::VideoConfig() { bRunning = false; bAllowSignedBytes = !IsD3D(); - + // Needed for the first frame, I think fAspectRatioHackW = 1; fAspectRatioHackH = 1; @@ -43,63 +43,63 @@ VideoConfig::VideoConfig() void VideoConfig::Load(const char *ini_file) { - std::string temp; - IniFile iniFile; - iniFile.Load(ini_file); - - iniFile.Get("Hardware", "VSync", &bVSync, 0); // Hardware - iniFile.Get("Settings", "StretchToFit", &bNativeResolution, true); + std::string temp; + IniFile iniFile; + iniFile.Load(ini_file); + + iniFile.Get("Hardware", "VSync", &bVSync, 0); // Hardware + iniFile.Get("Settings", "StretchToFit", &bNativeResolution, true); iniFile.Get("Settings", "2xResolution", &b2xResolution, false); iniFile.Get("Settings", "wideScreenHack", &bWidescreenHack, false); iniFile.Get("Settings", "AspectRatio", &iAspectRatio, (int)ASPECT_AUTO); iniFile.Get("Settings", "Crop", &bCrop, false); - iniFile.Get("Settings", "UseXFB", &bUseXFB, 0); + iniFile.Get("Settings", "UseXFB", &bUseXFB, 0); iniFile.Get("Settings", "UseRealXFB", &bUseRealXFB, 0); - iniFile.Get("Settings", "AutoScale", &bAutoScale, true); + iniFile.Get("Settings", "AutoScale", &bAutoScale, true); iniFile.Get("Settings", "UseNativeMips", &bUseNativeMips, true); - - iniFile.Get("Settings", "SafeTextureCache", &bSafeTextureCache, false); // Settings + + iniFile.Get("Settings", "SafeTextureCache", &bSafeTextureCache, false); // Settings //Safe texture cache params iniFile.Get("Settings", "SafeTextureCacheColorSamples", &iSafeTextureCache_ColorSamples,512); - - iniFile.Get("Settings", "ShowFPS", &bShowFPS, false); // Settings - iniFile.Get("Settings", "OverlayStats", &bOverlayStats, false); + + iniFile.Get("Settings", "ShowFPS", &bShowFPS, false); // Settings + iniFile.Get("Settings", "OverlayStats", &bOverlayStats, false); iniFile.Get("Settings", "OverlayProjStats", &bOverlayProjStats, false); iniFile.Get("Settings", "ShowEFBCopyRegions", &bShowEFBCopyRegions, false); - iniFile.Get("Settings", "DLOptimize", &iCompileDLsLevel, 0); - iniFile.Get("Settings", "DumpTextures", &bDumpTextures, 0); - iniFile.Get("Settings", "HiresTextures", &bHiresTextures, 0); + iniFile.Get("Settings", "DLOptimize", &iCompileDLsLevel, 0); + iniFile.Get("Settings", "DumpTextures", &bDumpTextures, 0); + iniFile.Get("Settings", "HiresTextures", &bHiresTextures, 0); iniFile.Get("Settings", "DumpEFBTarget", &bDumpEFBTarget, 0); iniFile.Get("Settings", "DumpFrames", &bDumpFrames, 0); - iniFile.Get("Settings", "FreeLook", &bFreeLook, 0); - iniFile.Get("Settings", "ShowShaderErrors", &bShowShaderErrors, 0); - iniFile.Get("Settings", "MSAA", &iMultisampleMode, 0); - iniFile.Get("Settings", "DstAlphaPass", &bDstAlphaPass, false); - - iniFile.Get("Settings", "TexFmtOverlayEnable", &bTexFmtOverlayEnable, 0); - iniFile.Get("Settings", "TexFmtOverlayCenter", &bTexFmtOverlayCenter, 0); - iniFile.Get("Settings", "WireFrame", &bWireFrame, 0); - iniFile.Get("Settings", "DisableLighting", &bDisableLighting, 0); - iniFile.Get("Settings", "DisableTexturing", &bDisableTexturing, 0); + iniFile.Get("Settings", "FreeLook", &bFreeLook, 0); + iniFile.Get("Settings", "ShowShaderErrors", &bShowShaderErrors, 0); + iniFile.Get("Settings", "MSAA", &iMultisampleMode, 0); + iniFile.Get("Settings", "DstAlphaPass", &bDstAlphaPass, false); + + iniFile.Get("Settings", "TexFmtOverlayEnable", &bTexFmtOverlayEnable, 0); + iniFile.Get("Settings", "TexFmtOverlayCenter", &bTexFmtOverlayCenter, 0); + iniFile.Get("Settings", "WireFrame", &bWireFrame, 0); + iniFile.Get("Settings", "DisableLighting", &bDisableLighting, 0); + iniFile.Get("Settings", "DisableTexturing", &bDisableTexturing, 0); iniFile.Get("Settings", "DisableFog", &bDisableFog, 0); - - iniFile.Get("Enhancements", "ForceFiltering", &bForceFiltering, 0); - iniFile.Get("Enhancements", "MaxAnisotropy", &iMaxAnisotropy, 1); // NOTE - this is x in (1 << x) + + iniFile.Get("Enhancements", "ForceFiltering", &bForceFiltering, 0); + iniFile.Get("Enhancements", "MaxAnisotropy", &iMaxAnisotropy, 1); // NOTE - this is x in (1 << x) iniFile.Get("Enhancements", "PostProcessingShader", &sPostProcessingShader, ""); - - iniFile.Get("Hacks", "EFBAccessEnable", &bEFBAccessEnable, true); - iniFile.Get("Hacks", "EFBCopyDisable", &bEFBCopyDisable, false); - iniFile.Get("Hacks", "EFBCopyDisableHotKey", &bOSDHotKey, 0); + + iniFile.Get("Hacks", "EFBAccessEnable", &bEFBAccessEnable, true); + iniFile.Get("Hacks", "EFBCopyDisable", &bEFBCopyDisable, false); + iniFile.Get("Hacks", "EFBCopyDisableHotKey", &bOSDHotKey, 0); iniFile.Get("Hacks", "EFBToTextureEnable", &bCopyEFBToTexture, false); iniFile.Get("Hacks", "EFBScaledCopy", &bCopyEFBScaled, true); iniFile.Get("Hacks", "FIFOBPHack", &bFIFOBPhack, false); iniFile.Get("Hacks", "ProjectionHack", &iPhackvalue, 0); iniFile.Get("Hardware", "Adapter", &iAdapter, 0); - if (iAdapter == -1) + if (iAdapter == -1) iAdapter = 0; iniFile.Get("Hardware", "SimpleFB", &bSimpleFB, false); - + // Load common settings iniFile.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX)); bool bTmp; @@ -109,9 +109,9 @@ void VideoConfig::Load(const char *ini_file) void VideoConfig::GameIniLoad(const char *ini_file) { - IniFile iniFile; - iniFile.Load(ini_file); - + IniFile iniFile; + iniFile.Load(ini_file); + if (iniFile.Exists("Video", "ForceFiltering")) iniFile.Get("Video", "ForceFiltering", &bForceFiltering); if (iniFile.Exists("Video", "MaxAnisotropy")) @@ -148,60 +148,60 @@ void VideoConfig::GameIniLoad(const char *ini_file) void VideoConfig::Save(const char *ini_file) { - IniFile iniFile; - iniFile.Load(ini_file); - iniFile.Set("Hardware", "VSync", bVSync); - iniFile.Set("Settings", "StretchToFit", bNativeResolution); + IniFile iniFile; + iniFile.Load(ini_file); + iniFile.Set("Hardware", "VSync", bVSync); + iniFile.Set("Settings", "StretchToFit", bNativeResolution); iniFile.Set("Settings", "2xResolution", b2xResolution); iniFile.Set("Settings", "AspectRatio", iAspectRatio); iniFile.Set("Settings", "Crop", bCrop); iniFile.Set("Settings", "wideScreenHack", bWidescreenHack); - iniFile.Set("Settings", "UseXFB", bUseXFB); + iniFile.Set("Settings", "UseXFB", bUseXFB); iniFile.Set("Settings", "UseRealXFB", bUseRealXFB); - iniFile.Set("Settings", "AutoScale", bAutoScale); + iniFile.Set("Settings", "AutoScale", bAutoScale); iniFile.Set("Settings", "UseNativeMips", bUseNativeMips); - iniFile.Set("Settings", "SafeTextureCache", bSafeTextureCache); + iniFile.Set("Settings", "SafeTextureCache", bSafeTextureCache); //safe texture cache params iniFile.Set("Settings", "SafeTextureCacheColorSamples", iSafeTextureCache_ColorSamples); - iniFile.Set("Settings", "ShowFPS", bShowFPS); - iniFile.Set("Settings", "OverlayStats", bOverlayStats); + iniFile.Set("Settings", "ShowFPS", bShowFPS); + iniFile.Set("Settings", "OverlayStats", bOverlayStats); iniFile.Set("Settings", "OverlayProjStats", bOverlayProjStats); - iniFile.Set("Settings", "DLOptimize", iCompileDLsLevel); + iniFile.Set("Settings", "DLOptimize", iCompileDLsLevel); iniFile.Set("Settings", "Show", iCompileDLsLevel); - iniFile.Set("Settings", "DumpTextures", bDumpTextures); - iniFile.Set("Settings", "HiresTextures", bHiresTextures); + iniFile.Set("Settings", "DumpTextures", bDumpTextures); + iniFile.Set("Settings", "HiresTextures", bHiresTextures); iniFile.Set("Settings", "DumpEFBTarget", bDumpEFBTarget); iniFile.Set("Settings", "DumpFrames", bDumpFrames); - iniFile.Set("Settings", "FreeLook", bFreeLook); - iniFile.Set("Settings", "ShowEFBCopyRegions", bShowEFBCopyRegions); + iniFile.Set("Settings", "FreeLook", bFreeLook); + iniFile.Set("Settings", "ShowEFBCopyRegions", bShowEFBCopyRegions); iniFile.Set("Settings", "ShowShaderErrors", bShowShaderErrors); - iniFile.Set("Settings", "MSAA", iMultisampleMode); - iniFile.Set("Settings", "TexFmtOverlayEnable", bTexFmtOverlayEnable); - iniFile.Set("Settings", "TexFmtOverlayCenter", bTexFmtOverlayCenter); - iniFile.Set("Settings", "Wireframe", bWireFrame); - iniFile.Set("Settings", "DisableLighting", bDisableLighting); - iniFile.Set("Settings", "DisableTexturing", bDisableTexturing); - iniFile.Set("Settings", "DstAlphaPass", bDstAlphaPass); + iniFile.Set("Settings", "MSAA", iMultisampleMode); + iniFile.Set("Settings", "TexFmtOverlayEnable", bTexFmtOverlayEnable); + iniFile.Set("Settings", "TexFmtOverlayCenter", bTexFmtOverlayCenter); + iniFile.Set("Settings", "Wireframe", bWireFrame); + iniFile.Set("Settings", "DisableLighting", bDisableLighting); + iniFile.Set("Settings", "DisableTexturing", bDisableTexturing); + iniFile.Set("Settings", "DstAlphaPass", bDstAlphaPass); iniFile.Set("Settings", "DisableFog", bDisableFog); - - iniFile.Set("Enhancements", "ForceFiltering", bForceFiltering); - iniFile.Set("Enhancements", "MaxAnisotropy", iMaxAnisotropy); + + iniFile.Set("Enhancements", "ForceFiltering", bForceFiltering); + iniFile.Set("Enhancements", "MaxAnisotropy", iMaxAnisotropy); iniFile.Set("Enhancements", "PostProcessingShader", sPostProcessingShader); - - iniFile.Set("Hacks", "EFBAccessEnable", bEFBAccessEnable); - iniFile.Set("Hacks", "EFBCopyDisable", bEFBCopyDisable); - iniFile.Set("Hacks", "EFBCopyDisableHotKey", bOSDHotKey); + + iniFile.Set("Hacks", "EFBAccessEnable", bEFBAccessEnable); + iniFile.Set("Hacks", "EFBCopyDisable", bEFBCopyDisable); + iniFile.Set("Hacks", "EFBCopyDisableHotKey", bOSDHotKey); iniFile.Set("Hacks", "EFBToTextureEnable", bCopyEFBToTexture); iniFile.Set("Hacks", "EFBScaledCopy", bCopyEFBScaled); iniFile.Set("Hacks", "FIFOBPHack", bFIFOBPhack); iniFile.Set("Hacks", "ProjectionHack", iPhackvalue); - + iniFile.Set("Hardware", "Adapter", iAdapter); iniFile.Set("Hardware", "SimpleFB", bSimpleFB); - - iniFile.Save(ini_file); + + iniFile.Save(ini_file); } // TODO: Figure out a better place for this function. @@ -211,15 +211,15 @@ void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip float FloatGLHeight = (float)backbuffer_height; float FloatXOffset = 0; float FloatYOffset = 0; - + // The rendering window size const float WinWidth = FloatGLWidth; const float WinHeight = FloatGLHeight; - + // Handle aspect ratio. // Default to auto. bool use16_9 = g_VideoInitialize.bAutoAspectIs16_9; - + // Update aspect ratio hack values // Won't take effect until next frame // Don't know if there is a better place for this code so there isn't a 1 frame delay @@ -227,7 +227,7 @@ void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip { float source_aspect = use16_9 ? (16.0f / 9.0f) : (4.0f / 3.0f); float target_aspect; - + switch ( g_ActiveConfig.iAspectRatio ) { case ASPECT_FORCE_16_9 : @@ -244,7 +244,7 @@ void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip target_aspect = source_aspect; break; } - + float adjust = source_aspect / target_aspect; if ( adjust > 1 ) { @@ -271,7 +271,7 @@ void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip use16_9 = true; else if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_4_3) use16_9 = false; - + if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH) { // The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio @@ -291,7 +291,7 @@ void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip FloatYOffset = FloatYOffset + (WinHeight - FloatGLHeight) / 2.0f; } } - + // ----------------------------------------------------------------------- // Crop the picture from 4:3 to 5:4 or from 16:9 to 16:10. // Output: FloatGLWidth, FloatGLHeight, FloatXOffset, FloatYOffset @@ -309,7 +309,7 @@ void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip FloatXOffset = FloatXOffset - (IncreasedWidth * 0.5f); FloatYOffset = FloatYOffset - (IncreasedHeight * 0.5f); } - + int XOffset = (int)(FloatXOffset + 0.5f); int YOffset = (int)(FloatYOffset + 0.5f); int iWhidth = (int)ceil(FloatGLWidth); diff --git a/Source/Core/VideoCommon/Src/VideoConfig.h b/Source/Core/VideoCommon/Src/VideoConfig.h index 8740590727..4b156d4e08 100644 --- a/Source/Core/VideoCommon/Src/VideoConfig.h +++ b/Source/Core/VideoCommon/Src/VideoConfig.h @@ -60,60 +60,60 @@ class IniFile; // NEVER inherit from this class. struct VideoConfig { - VideoConfig(); - void Load(const char *ini_file); + VideoConfig(); + void Load(const char *ini_file); void GameIniLoad(const char *ini_file); - void Save(const char *ini_file); + void Save(const char *ini_file); void UpdateProjectionHack(); - // General + // General bool bVSync; - bool bNativeResolution, b2xResolution, bRunning; // Should possibly be augmented with 2x, 4x native. + bool bNativeResolution, b2xResolution, bRunning; // Should possibly be augmented with 2x, 4x native. bool bWidescreenHack; int iAspectRatio; - bool bCrop; // Aspect ratio controls. - bool bUseXFB; + bool bCrop; // Aspect ratio controls. + bool bUseXFB; bool bUseRealXFB; - bool bAutoScale; // Removes annoying borders without using XFB. Doesn't always work perfectly. + bool bAutoScale; // Removes annoying borders without using XFB. Doesn't always work perfectly. bool bUseNativeMips; - + // Enhancements - int iMultisampleMode; - bool bForceFiltering; - int iMaxAnisotropy; + int iMultisampleMode; + bool bForceFiltering; + int iMaxAnisotropy; std::string sPostProcessingShader; // Information - bool bShowFPS; - bool bOverlayStats; + bool bShowFPS; + bool bOverlayStats; bool bOverlayProjStats; - bool bTexFmtOverlayEnable; - bool bTexFmtOverlayCenter; + bool bTexFmtOverlayEnable; + bool bTexFmtOverlayCenter; bool bShowEFBCopyRegions; - - // Render - bool bWireFrame; - bool bDisableLighting; - bool bDisableTexturing; - bool bDstAlphaPass; + + // Render + bool bWireFrame; + bool bDisableLighting; + bool bDisableTexturing; + bool bDstAlphaPass; bool bDisableFog; - - // Utility - bool bDumpTextures; + + // Utility + bool bDumpTextures; bool bHiresTextures; bool bDumpEFBTarget; bool bDumpFrames; - bool bFreeLook; - - // Hacks - bool bEFBAccessEnable; + bool bFreeLook; + + // Hacks + bool bEFBAccessEnable; bool bEFBCopyDisable; // should reverse polarity of this one :) true=disabled can be confusing - bool bOSDHotKey; + bool bOSDHotKey; bool bHack; bool bCopyEFBToTexture; bool bCopyEFBScaled; - bool bSafeTextureCache; + bool bSafeTextureCache; int iSafeTextureCache_ColorSamples; bool bFIFOBPhack; int iPhackvalue; @@ -122,12 +122,12 @@ struct VideoConfig bool bProjHack1; float fAspectRatioHackW, fAspectRatioHackH; - int iLog; // CONF_ bits - int iSaveTargetId; - - //currently unused: - int iCompileDLsLevel; - bool bShowShaderErrors; + int iLog; // CONF_ bits + int iSaveTargetId; + + //currently unused: + int iCompileDLsLevel; + bool bShowShaderErrors; // D3D only config, mostly to be merged into the above int iAdapter; |
