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authorluisr142004 <luisr142004@gmail.com>2010-06-05 01:38:22 +0000
committerluisr142004 <luisr142004@gmail.com>2010-06-05 01:38:22 +0000
commit2e783d976902ea1ce8d6558d3c49282dc644301a (patch)
treec0b8b046d69c92fdec0cc236a7f52c5ae09a3604 /Source/Core/VideoCommon
parentc98f8a96d2d504d6d383a4dec6ec44c254ba41f0 (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.cpp131
-rw-r--r--Source/Core/VideoCommon/Src/VertexShaderManager.cpp478
-rw-r--r--Source/Core/VideoCommon/Src/VideoConfig.cpp158
-rw-r--r--Source/Core/VideoCommon/Src/VideoConfig.h74
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;