PixelShaderGen: Treat UV coordinates as actual integers.

This commit is contained in:
Tony Wasserka 2014-01-29 15:28:22 +01:00
parent 50526ae50a
commit 16109fb453

View file

@ -377,10 +377,6 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
} }
} }
// UV coordinates are stored in 17.7 format.. TODO: Use an integer for this!
for (int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
out.Write("uv%d.xy = uv%d.xy * 128.0;\n", i, i);
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{ {
out.Write("\tfloat3 _norm0 = normalize(Normal.xyz);\n\n"); out.Write("\tfloat3 _norm0 = normalize(Normal.xyz);\n\n");
@ -402,7 +398,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
// HACK to handle cases where the tex gen is not enabled // HACK to handle cases where the tex gen is not enabled
if (numTexgen == 0) if (numTexgen == 0)
{ {
out.Write("\tfloat3 uv0 = float3(0.0, 0.0, 0.0);\n"); out.Write("\tint2 fixpoint_uv0 = int2(0, 0);\n");
} }
else else
{ {
@ -417,7 +413,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
out.Write("\t\tuv%d.xy = uv%d.xy / uv%d.z;\n", i, i, i); out.Write("\t\tuv%d.xy = uv%d.xy / uv%d.z;\n", i, i, i);
} }
out.Write("uv%d.xy = uv%d.xy * " I_TEXDIMS"[%d].zw;\n", i, i, i); out.Write("int2 fixpoint_uv%d = int2(round(uv%d.xy * " I_TEXDIMS"[%d].zw * 128.0));\n", i, i, i);
// TODO: S24 overflows here?
} }
} }
@ -444,7 +441,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
if (texcoord < numTexgen) if (texcoord < numTexgen)
{ {
out.SetConstantsUsed(C_INDTEXSCALE+i/2,C_INDTEXSCALE+i/2); out.SetConstantsUsed(C_INDTEXSCALE+i/2,C_INDTEXSCALE+i/2);
out.Write("\ttempcoord = uv%d.xy / 128.0 * " I_INDTEXSCALE"[%d].%s;\n", texcoord, i/2, (i&1)?"zw":"xy"); out.Write("\ttempcoord = round(float2(fixpoint_uv%d.xy) * " I_INDTEXSCALE"[%d].%s) / 128.0;\n", texcoord, i / 2, (i & 1) ? "zw" : "xy"); // TODO: Make indtexscale an integer
} }
else else
out.Write("\ttempcoord = float2(0.0, 0.0);\n"); out.Write("\ttempcoord = float2(0.0, 0.0);\n");
@ -671,7 +668,7 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
_assert_(bpmem.tevind[n].mid >= 5); _assert_(bpmem.tevind[n].mid >= 5);
int mtxidx = 2*(bpmem.tevind[n].mid-5); int mtxidx = 2*(bpmem.tevind[n].mid-5);
out.SetConstantsUsed(C_INDTEXMTX+mtxidx, C_INDTEXMTX+mtxidx); out.SetConstantsUsed(C_INDTEXMTX+mtxidx, C_INDTEXMTX+mtxidx);
out.Write("int2 indtevtrans%d = int2(int2(round(uv%d.xy)) * iindtevcrd%d.xx) >> 8;\n", n, texcoord, n); out.Write("int2 indtevtrans%d = int2(fixpoint_uv%d * iindtevcrd%d.xx) >> 8;\n", n, texcoord, n);
out.Write("if (" I_INDTEXMTX"[%d].w >= 0) indtevtrans%d = indtevtrans%d >> " I_INDTEXMTX"[%d].w;\n", mtxidx, n, n, mtxidx); out.Write("if (" I_INDTEXMTX"[%d].w >= 0) indtevtrans%d = indtevtrans%d >> " I_INDTEXMTX"[%d].w;\n", mtxidx, n, n, mtxidx);
out.Write("else indtevtrans%d = indtevtrans%d << (-" I_INDTEXMTX"[%d].w);\n", n, n, mtxidx); out.Write("else indtevtrans%d = indtevtrans%d << (-" I_INDTEXMTX"[%d].w);\n", n, n, mtxidx);
@ -681,7 +678,7 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
_assert_(bpmem.tevind[n].mid >= 9); _assert_(bpmem.tevind[n].mid >= 9);
int mtxidx = 2*(bpmem.tevind[n].mid-9); int mtxidx = 2*(bpmem.tevind[n].mid-9);
out.SetConstantsUsed(C_INDTEXMTX+mtxidx, C_INDTEXMTX+mtxidx); out.SetConstantsUsed(C_INDTEXMTX+mtxidx, C_INDTEXMTX+mtxidx);
out.Write("int2 indtevtrans%d = int2(int2(round(uv%d.xy)) * iindtevcrd%d.yy) >> 8;\n", n, texcoord, n); out.Write("int2 indtevtrans%d = int2(fixpoint_uv%d * iindtevcrd%d.yy) >> 8;\n", n, texcoord, n);
out.Write("if (" I_INDTEXMTX"[%d].w >= 0) indtevtrans%d = indtevtrans%d >> " I_INDTEXMTX"[%d].w;\n", mtxidx, n, n, mtxidx); out.Write("if (" I_INDTEXMTX"[%d].w >= 0) indtevtrans%d = indtevtrans%d >> " I_INDTEXMTX"[%d].w;\n", mtxidx, n, n, mtxidx);
out.Write("else indtevtrans%d = indtevtrans%d << (-" I_INDTEXMTX"[%d].w);\n", n, n, mtxidx); out.Write("else indtevtrans%d = indtevtrans%d << (-" I_INDTEXMTX"[%d].w);\n", n, n, mtxidx);
@ -703,19 +700,19 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
// wrap S // wrap S
if (bpmem.tevind[n].sw == ITW_OFF) if (bpmem.tevind[n].sw == ITW_OFF)
out.Write("wrappedcoord.x = int(round(uv%d.x));\n", texcoord); out.Write("wrappedcoord.x = fixpoint_uv%d.x;\n", texcoord);
else if (bpmem.tevind[n].sw == ITW_0) else if (bpmem.tevind[n].sw == ITW_0)
out.Write("wrappedcoord.x = 0;\n"); out.Write("wrappedcoord.x = 0;\n");
else else
out.Write("wrappedcoord.x = int(round(uv%d.x)) %% %s;\n", texcoord, tevIndWrapStart[bpmem.tevind[n].sw]); out.Write("wrappedcoord.x = fixpoint_uv%d.x %% %s;\n", texcoord, tevIndWrapStart[bpmem.tevind[n].sw]);
// wrap T // wrap T
if (bpmem.tevind[n].tw == ITW_OFF) if (bpmem.tevind[n].tw == ITW_OFF)
out.Write("wrappedcoord.y = int(round(uv%d.y));\n", texcoord); out.Write("wrappedcoord.y = fixpoint_uv%d.y;\n", texcoord);
else if (bpmem.tevind[n].tw == ITW_0) else if (bpmem.tevind[n].tw == ITW_0)
out.Write("wrappedcoord.y = 0;\n"); out.Write("wrappedcoord.y = 0;\n");
else else
out.Write("wrappedcoord.y = int(round(uv%d.y)) %% %s;\n", texcoord, tevIndWrapStart[bpmem.tevind[n].tw]); out.Write("wrappedcoord.y = fixpoint_uv%d.y %% %s;\n", texcoord, tevIndWrapStart[bpmem.tevind[n].tw]);
if (bpmem.tevind[n].fb_addprev) // add previous tevcoord if (bpmem.tevind[n].fb_addprev) // add previous tevcoord
out.Write("tevcoord.xy += wrappedcoord + indtevtrans%d;\n", n); out.Write("tevcoord.xy += wrappedcoord + indtevtrans%d;\n", n);
@ -759,7 +756,7 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
{ {
// calc tevcord // calc tevcord
if (bHasTexCoord) if (bHasTexCoord)
out.Write("tevcoord.xy = int2(round(uv%d.xy));\n", texcoord); out.Write("tevcoord.xy = fixpoint_uv%d;\n", texcoord);
else else
out.Write("tevcoord.xy = int2(0, 0);\n"); out.Write("tevcoord.xy = int2(0, 0);\n");
} }