i know still a lot to fix and much work to do but sometimes experiments are fun :)

for all the plugins implemented per pixel lighting, this will make games that uses lighting  a lot nice. (just look at mario sunshine and compare :))
for dx9: implemented temporal anaglyph stereo: just grab your red-cyan glasses  and enjoy.
stereo calibration: use stereo separation ( distance of the point from you are looking) and Focal Angle: the angle necessary to focus in one particular object.
this settings are different in every games as they use different depth ranges.
please for any regression and bug introduced by this commit.
if you ask why i did not implement stereo in dx11 and opengl the reason is one: they don't work right when i have more time will try to find a way to make them work.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6224 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado 2010-09-23 02:17:48 +00:00
parent 5e806eb7b2
commit e641323de2
30 changed files with 558 additions and 79 deletions

View file

@ -22,7 +22,7 @@ static const char ID[4] = {'D', 'C', 'A', 'C'};
// Update this to the current SVN revision every time you change shader generation code.
// We don't automatically get this from SVN_REV because that would mean regenerating the
// shader cache for every revision, graphics-related or not, which is simply annoying.
const int version = 6148;
const int version = 6223;
LinearDiskCache::LinearDiskCache()
: file_(NULL), num_entries_(0) {

View file

@ -24,6 +24,8 @@
#include "PixelShaderGen.h"
#include "XFMemory.h" // for texture projection mode
#include "BPMemory.h"
#include "VideoConfig.h"
#include "NativeVertexFormat.h"
PIXELSHADERUID last_pixel_shader_uid;
@ -57,15 +59,26 @@ void GetPixelShaderId(PIXELSHADERUID *uid, u32 dstAlphaEnable)
for (int i = 0; i < 8; i += 2)
((u8*)&uid->values[1])[i / 2] = (bpmem.tevksel[i].hex & 0xf) | ((bpmem.tevksel[i + 1].hex & 0xf) << 4);
uid->values[2] = 0;
u32 enableZTexture = (!bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable)?1:0;
uid->values[3] = (u32)bpmem.fog.c_proj_fsel.fsel |
uid->values[2] = (u32)bpmem.fog.c_proj_fsel.fsel |
((u32)bpmem.fog.c_proj_fsel.proj << 3) |
((u32)enableZTexture << 4);
int hdr = 4;
if(g_ActiveConfig.bEnablePixelLigting)
{
for (int i = 0; i < 2; ++i) {
uid->values[3 + i] = xfregs.colChans[i].color.enablelighting ?
(u32)xfregs.colChans[i].color.hex :
(u32)xfregs.colChans[i].color.matsource;
uid->values[3 + i] |= (xfregs.colChans[i].alpha.enablelighting ?
(u32)xfregs.colChans[i].alpha.hex :
(u32)xfregs.colChans[i].alpha.matsource) << 15;
}
}
uid->values[4] |= g_ActiveConfig.bEnablePixelLigting << 31;
int hdr = 5;
u32 *pcurvalue = &uid->values[hdr];
for (u32 i = 0; i < numstages; ++i)
{
@ -135,7 +148,8 @@ void GetPixelShaderId(PIXELSHADERUID *uid, u32 dstAlphaEnable)
}
// yeah, well ....
uid->indstages = (u32)(pcurvalue - &uid->values[0] - (hdr - 1) - uid->tevstages);
uid->indstages = (u32)(pcurvalue - &uid->values[0] - (hdr - 1) - uid->tevstages);
}
// old tev->pixelshader notes
@ -366,7 +380,69 @@ static void BuildSwapModeTable()
}
}
const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType)
char *GeneratePixelLightShader(char *p, int index, const LitChannel& chan, const char *dest, int coloralpha)
{
const char* swizzle = "xyzw";
if (coloralpha == 1 ) swizzle = "xyz";
else if (coloralpha == 2 ) swizzle = "w";
if (!(chan.attnfunc & 1)) {
// atten disabled
switch (chan.diffusefunc) {
case LIGHTDIF_NONE:
WRITE(p, "%s.%s += "I_PLIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle);
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
WRITE(p, "ldir = normalize("I_PLIGHTS".lights[%d].pos.xyz - pos.xyz);\n", index);
WRITE(p, "%s.%s += %sdot(ldir, _norm0)) * "I_PLIGHTS".lights[%d].col.%s;\n",
dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle);
break;
default: _assert_(0);
}
}
else { // spec and spot
if (chan.attnfunc == 3)
{ // spot
WRITE(p, "ldir = "I_PLIGHTS".lights[%d].pos.xyz - pos.xyz;\n", index);
WRITE(p, "dist2 = dot(ldir, ldir);\n"
"dist = sqrt(dist2);\n"
"ldir = ldir / dist;\n"
"attn = max(0.0f, dot(ldir, "I_PLIGHTS".lights[%d].dir.xyz));\n",index);
WRITE(p, "attn = max(0.0f, dot("I_PLIGHTS".lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot("I_PLIGHTS".lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", index, index);
}
else if (chan.attnfunc == 1)
{ // specular
WRITE(p, "ldir = normalize("I_PLIGHTS".lights[%d].pos.xyz);\n",index);
WRITE(p, "attn = (dot(_norm0,ldir) > 0.0f) ? max(0.0f, dot(_norm0, "I_PLIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index);
WRITE(p, "attn = max(0.0f, dot("I_PLIGHTS".lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot("I_PLIGHTS".lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", index, index);
}
switch (chan.diffusefunc)
{
case LIGHTDIF_NONE:
WRITE(p, "%s.%s += attn * "I_PLIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle);
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
WRITE(p, "%s.%s += attn * %sdot(ldir, _norm0)) * "I_PLIGHTS".lights[%d].col.%s;\n",
dest,
swizzle,
chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
index,
swizzle);
break;
default: _assert_(0);
}
}
WRITE(p, "\n");
return p;
}
const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType,u32 components)
{
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
text[sizeof(text) - 1] = 0x7C; // canary
@ -431,10 +507,18 @@ const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType)
WRITE(p, "uniform float4 "I_INDTEXSCALE"[2] : register(c%d);\n", C_INDTEXSCALE);
WRITE(p, "uniform float4 "I_INDTEXMTX"[6] : register(c%d);\n", C_INDTEXMTX);
WRITE(p, "uniform float4 "I_FOG"[2] : register(c%d);\n", C_FOG);
if(g_ActiveConfig.bEnablePixelLigting)
{
WRITE(p,"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n");
WRITE(p,"typedef struct { Light lights[8]; } s_"I_PLIGHTS";\n");
WRITE(p, "uniform s_"I_PLIGHTS" "I_PLIGHTS" : register(c%d);\n", C_PLIGHTS);
WRITE(p, "typedef struct { float4 C0, C1, C2, C3; } s_"I_PMATERIALS";\n");
WRITE(p, "uniform s_"I_PMATERIALS" "I_PMATERIALS" : register(c%d);\n", C_PMATERIALS);
}
WRITE(p, "void main(\n");
if(ApiType != API_D3D11)
WRITE(p, " out float4 ocol0 : COLOR0,%s\n in float4 rawpos : POSITION,\n",DepthTextureEnable ? "\n out float depth : DEPTH," : "");
WRITE(p, " out float4 ocol0 : COLOR0,%s\n in float4 rawpos : %s,\n",DepthTextureEnable ? "\n out float depth : DEPTH," : "", ApiType == API_OPENGL ? "WPOS" : "POSITION");
else
WRITE(p, " out float4 ocol0 : SV_Target,%s\n in float4 rawpos : SV_Position,\n",DepthTextureEnable ? "\n out float depth : SV_Depth," : "");
@ -446,14 +530,14 @@ const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType)
{
for (int i = 0; i < numTexgen; ++i)
WRITE(p, ",\n in float3 uv%d : TEXCOORD%d", i, i);
WRITE(p, ",\n in float4 clipPos : TEXCOORD%d", numTexgen);
WRITE(p, ",\n in float4 Normal : TEXCOORD%d", numTexgen + 1);
}
else
{
// wpos is in w of first 4 texcoords
for (int i = 0; i < numTexgen; ++i)
WRITE(p, ",\n in float%d uv%d : TEXCOORD%d", i<4?4:3, i, i);
for (int i = 0; i < 8; ++i)
WRITE(p, ",\n in float4 uv%d : TEXCOORD%d", i, i);
}
WRITE(p, " ) {\n");
@ -466,7 +550,138 @@ const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType)
" float3 tevcoord;\n"
" float2 wrappedcoord, tempcoord;\n"
" float4 cc0, cc1, cc2, cprev,crastemp,ckonsttemp;\n\n");
if(g_ActiveConfig.bEnablePixelLigting)
{
if (xfregs.numTexGens < 7)
{
WRITE(p,"float3 _norm0 = normalize(Normal.xyz);\n\n");
WRITE(p,"float3 pos = float3(clipPos.x,clipPos.y,Normal.w);\n");
}
else
{
WRITE(p," float3 _norm0 = normalize(float3(uv4.w,uv5.w,uv6.w));\n\n");
WRITE(p,"float3 pos = float3(uv0.w,uv1.w,uv7.w);\n");
}
WRITE(p, "float4 mat, lacc;\n"
"float3 ldir, h;\n"
"float dist, dist2, attn;\n");
// lights/colors
for (int j = 0; j < xfregs.nNumChans; j++)
{
const LitChannel& color = xfregs.colChans[j].color;
const LitChannel& alpha = xfregs.colChans[j].alpha;
WRITE(p, "{\n");
if (color.matsource) {// from vertex
if (components & (VB_HAS_COL0 << j))
WRITE(p, "mat = colors_%d;\n", j);
else if (components & VB_HAS_COL0)
WRITE(p, "mat = colors_0;\n");
else
WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
else // from color
WRITE(p, "mat = "I_PMATERIALS".C%d;\n", j+2);
if (color.enablelighting) {
if (color.ambsource) { // from vertex
if (components & (VB_HAS_COL0<<j) )
WRITE(p, "lacc = colors_%d;\n", j);
else if (components & VB_HAS_COL0 )
WRITE(p, "lacc = colors_0;\n");
else
WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
}
else // from color
WRITE(p, "lacc = "I_PMATERIALS".C%d;\n", j);
}
else
{
WRITE(p, "lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
// check if alpha is different
if (alpha.matsource != color.matsource) {
if (alpha.matsource) {// from vertex
if (components & (VB_HAS_COL0<<j))
WRITE(p, "mat.w = colors_%d.w;\n", j);
else if (components & VB_HAS_COL0)
WRITE(p, "mat.w = colors_0.w;\n");
else WRITE(p, "mat.w = 1.0f;\n");
}
else // from color
WRITE(p, "mat.w = "I_PMATERIALS".C%d.w;\n", j+2);
}
if (alpha.enablelighting)
{
if (alpha.ambsource) {// from vertex
if (components & (VB_HAS_COL0<<j) )
WRITE(p, "lacc.w = colors_%d.w;\n", j);
else if (components & VB_HAS_COL0 )
WRITE(p, "lacc.w = colors_0.w;\n");
else
WRITE(p, "lacc.w = 0.0f;\n");
}
else // from color
WRITE(p, "lacc.w = "I_PMATERIALS".C%d.w;\n", j);
}
else
{
WRITE(p, "lacc.w = 1.0f;\n");
}
if(color.enablelighting && alpha.enablelighting)
{
// both have lighting, test if they use the same lights
int mask = 0;
if(color.lightparams == alpha.lightparams)
{
mask = color.GetFullLightMask() & alpha.GetFullLightMask();
if(mask)
{
for (int i = 0; i < 8; ++i)
{
if (mask & (1<<i))
p = GeneratePixelLightShader(p, i, color, "lacc", 3);
}
}
}
// no shared lights
for (int i = 0; i < 8; ++i)
{
if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
p = GeneratePixelLightShader(p, i, color, "lacc", 1);
if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
p = GeneratePixelLightShader(p, i, alpha, "lacc", 2);
}
}
else if (color.enablelighting || alpha.enablelighting)
{
// lights are disabled on one channel so process only the active ones
LitChannel workingchannel = color.enablelighting ? color : alpha;
int coloralpha = color.enablelighting ? 1 : 2;
for (int i = 0; i < 8; ++i)
{
if (workingchannel.GetFullLightMask() & (1<<i))
p = GeneratePixelLightShader(p, i, workingchannel, "lacc", coloralpha);
}
}
WRITE(p, "colors_%d = mat * saturate(lacc);\n", j);
WRITE(p, "}\n");
}
}
if (numTexgen < 7)
WRITE(p, "clipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);\n");
else
WRITE(p, "float4 clipPos = float4(rawpos.x, rawpos.y, uv2.w, uv3.w);\n");
// HACK to handle cases where the tex gen is not enabled
if (numTexgen == 0)
{
@ -479,8 +694,7 @@ const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType)
// optional perspective divides
if (xfregs.texcoords[i].texmtxinfo.projection == XF_TEXPROJ_STQ)
WRITE(p, "uv%d.xy = uv%d.xy/uv%d.z;\n", i, i, i);
// scale texture coordinates
WRITE(p, "uv%d.xy = uv%d.xy * "I_TEXDIMS"[%d].zw;\n", i, i, i);
}
}
@ -552,8 +766,7 @@ const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType)
{
if((bpmem.fog.c_proj_fsel.fsel != 0) || DepthTextureEnable)
{
if (numTexgen >= 7)
WRITE(p, "float4 clipPos = float4(uv0.w, uv1.w, uv2.w, uv3.w);\n");
// the screen space depth value = far z + (clip z / clip w) * z range
WRITE(p, "float zCoord = "I_ZBIAS"[1].x + (clipPos.z / clipPos.w) * "I_ZBIAS"[1].y;\n");
}
@ -579,7 +792,7 @@ const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType)
{
WriteFog(p);
WRITE(p, " ocol0 = prev;\n");
}
}
}
WRITE(p, "}\n");
if (text[sizeof(text) - 1] != 0x7C)

View file

@ -28,18 +28,22 @@
#define I_INDTEXSCALE "cindscale"
#define I_INDTEXMTX "cindmtx"
#define I_FOG "cfog"
#define I_PLIGHTS "cLights"
#define I_PMATERIALS "cmtrl"
#define C_COLORS 0
#define C_KCOLORS (C_COLORS + 4)
#define C_ALPHA (C_KCOLORS + 4)
#define C_TEXDIMS (C_ALPHA + 1)
#define C_ZBIAS (C_TEXDIMS + 8)
#define C_INDTEXSCALE (C_ZBIAS + 2)
#define C_INDTEXMTX (C_INDTEXSCALE + 2)
#define C_FOG (C_INDTEXMTX + 6)
#define C_COLORMATRIX (C_FOG + 2)
#define C_PENVCONST_END (C_COLORMATRIX + 16)
#define PIXELSHADERUID_MAX_VALUES (5 + 32 + 6 + 11)
#define C_COLORS 0
#define C_KCOLORS (C_COLORS + 4)
#define C_ALPHA (C_KCOLORS + 4)
#define C_TEXDIMS (C_ALPHA + 1)
#define C_ZBIAS (C_TEXDIMS + 8)
#define C_INDTEXSCALE (C_ZBIAS + 2)
#define C_INDTEXMTX (C_INDTEXSCALE + 2)
#define C_FOG (C_INDTEXMTX + 6)
#define C_COLORMATRIX (C_FOG + 2)
#define C_PLIGHTS (C_COLORMATRIX + 4)
#define C_PMATERIALS (C_PLIGHTS + 40)
#define C_PENVCONST_END (C_PMATERIALS + 4)
#define PIXELSHADERUID_MAX_VALUES (5 + 32 + 6 + 11 + 2)
// DO NOT make anything in this class virtual.
class PIXELSHADERUID
@ -100,7 +104,7 @@ public:
}
};
const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType);
const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType,u32 components);
void GetPixelShaderId(PIXELSHADERUID *uid, u32 dstAlphaEnable);
extern PIXELSHADERUID last_pixel_shader_uid;

View file

@ -23,7 +23,7 @@
#include "PixelShaderManager.h"
#include "VideoCommon.h"
#include "VideoConfig.h"
static float GC_ALIGNED16(s_fMaterials[16]);
static int s_nColorsChanged[2]; // 0 - regular colors, 1 - k colors
static int s_nIndTexMtxChanged;
static bool s_bAlphaChanged;
@ -32,6 +32,7 @@ static bool s_bZTextureTypeChanged;
static bool s_bDepthRangeChanged;
static bool s_bFogColorChanged;
static bool s_bFogParamChanged;
static int nLightsChanged[2]; // min,max
static float lastDepthRange[2]; // 0 = far z, 1 = far - near
static float lastRGBAfull[2][4][4];
static u8 s_nTexDimsChanged;
@ -39,6 +40,7 @@ static u8 s_nIndTexScaleChanged;
static u32 lastAlpha;
static u32 lastTexDims[8]; // width | height << 16 | wrap_s << 28 | wrap_t << 30
static u32 lastZBias;
static int nMaterialsChanged;
void PixelShaderManager::Init()
{
@ -57,6 +59,8 @@ void PixelShaderManager::Dirty()
s_nIndTexMtxChanged = 15;
s_bAlphaChanged = s_bZBiasChanged = s_bZTextureTypeChanged = s_bDepthRangeChanged = true;
s_bFogColorChanged = s_bFogParamChanged = true;
nLightsChanged[0] = 0; nLightsChanged[1] = 0x80;
nMaterialsChanged = 15;
}
void PixelShaderManager::Shutdown()
@ -207,6 +211,50 @@ void PixelShaderManager::SetConstants()
}
s_bFogParamChanged = false;
}
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];
for (int i = istart; i < iend; ++i)
{
u32 color = *(const u32*)(xfmemptr + 3);
float NormalizationCoef = 1 / 255.0f;
SetPSConstant4f(C_PLIGHTS + 5 * i,
((color >> 24) & 0xFF) * NormalizationCoef,
((color >> 16) & 0xFF) * NormalizationCoef,
((color >> 8) & 0xFF) * NormalizationCoef,
((color) & 0xFF) * NormalizationCoef);
xfmemptr += 4;
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)
{
// dist attenuation, make sure not equal to 0!!!
SetPSConstant4f(C_PLIGHTS+5*i+j+1, 0.00001f, xfmemptr[1], xfmemptr[2], 0);
}
else
SetPSConstant4fv(C_PLIGHTS+5*i+j+1, xfmemptr);
}
}
nLightsChanged[0] = nLightsChanged[1] = -1;
}
if (nMaterialsChanged)
{
for (int i = 0; i < 4; ++i)
if (nMaterialsChanged & (1 << i))
SetPSConstant4fv(C_PMATERIALS + i, &s_fMaterials[4 * i]);
nMaterialsChanged = 0;
}
}
void PixelShaderManager::SetPSTextureDims(int texid)
@ -349,3 +397,35 @@ void PixelShaderManager::SetColorMatrix(const float* pmatrix, const float* pfCon
SetMultiPSConstant4fv(C_COLORMATRIX,4,pmatrix);
SetPSConstant4fv(C_COLORMATRIX+4, pfConstAdd);
}
void PixelShaderManager::InvalidateXFRange(int start, int end)
{
if (start < XFMEM_LIGHTS_END && end > XFMEM_LIGHTS)
{
int _start = start < XFMEM_LIGHTS ? XFMEM_LIGHTS : start-XFMEM_LIGHTS;
int _end = end < XFMEM_LIGHTS_END ? end-XFMEM_LIGHTS : XFMEM_LIGHTS_END-XFMEM_LIGHTS;
if (nLightsChanged[0] == -1 )
{
nLightsChanged[0] = _start;
nLightsChanged[1] = _end;
}
else
{
if (nLightsChanged[0] > _start) nLightsChanged[0] = _start;
if (nLightsChanged[1] < _end) nLightsChanged[1] = _end;
}
}
}
void PixelShaderManager::SetMaterialColor(int index, u32 data)
{
int ind = index * 4;
nMaterialsChanged |= (1 << index);
float NormalizationCoef = 1 / 255.0f;
s_fMaterials[ind++] = ((data >> 24) & 0xFF) * NormalizationCoef;
s_fMaterials[ind++] = ((data >> 16) & 0xFF) * NormalizationCoef;
s_fMaterials[ind++] = ((data >> 8) & 0xFF) * NormalizationCoef;
s_fMaterials[ind] = ( data & 0xFF) * NormalizationCoef;
}

View file

@ -19,6 +19,7 @@
#define _PIXELSHADERMANAGER_H
#include "BPMemory.h"
#include "XFMemory.h"
#include "PixelShaderGen.h"
void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
@ -51,6 +52,8 @@ public:
static void SetFogColorChanged();
static void SetFogParamChanged();
static void SetColorMatrix(const float* pmatrix, const float* pfConstAdd);
static void InvalidateXFRange(int start, int end);
static void SetMaterialColor(int index, u32 data);
};

View file

@ -24,6 +24,7 @@
#include "BPMemory.h"
#include "CPMemory.h"
#include "VertexShaderGen.h"
#include "VideoConfig.h"
VERTEXSHADERUID last_vertex_shader_uid;
@ -44,7 +45,7 @@ void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components)
(u32)xfregs.colChans[i].alpha.hex :
(u32)xfregs.colChans[i].alpha.matsource) << 15;
}
uid->values[2] |= g_ActiveConfig.bEnablePixelLigting << 31;
u32 *pcurvalue = &uid->values[3];
for (int i = 0; i < xfregs.numTexGens; ++i) {
TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
@ -115,11 +116,21 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
for (int i = 0; i < xfregs.numTexGens; ++i)
WRITE(p, " float3 tex%d : TEXCOORD%d;\n", i, i);
WRITE(p, " float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGens);
if(g_ActiveConfig.bEnablePixelLigting)
WRITE(p, " float4 Normal : TEXCOORD%d;\n", xfregs.numTexGens + 1);
} else {
// clip position is in w of first 4 texcoords
for (int i = 0; i < xfregs.numTexGens; ++i)
WRITE(p, " float%d tex%d : TEXCOORD%d;\n", i<4?4:3, i, i);
}
if(g_ActiveConfig.bEnablePixelLigting)
{
for (int i = 0; i < 8; ++i)
WRITE(p, " float4 tex%d : TEXCOORD%d;\n", i, i);
}
else
{
for (int i = 0; i < xfregs.numTexGens; ++i)
WRITE(p, " float%d tex%d : TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, i);
}
}
WRITE(p, "};\n");
// uniforms
@ -134,7 +145,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
WRITE(p, "uniform s_"I_PROJECTION" "I_PROJECTION" : register(c%d);\n", C_PROJECTION);
WRITE(p, "uniform float4 "I_DEPTHPARAMS" : register(c%d);\n", C_DEPTHPARAMS);
WRITE(p, "VS_OUTPUT main(\n");
WRITE(p, "VS_OUTPUT main(\n");
// inputs
if (components & VB_HAS_NRM0)
@ -169,8 +180,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
WRITE(p, " float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
}
WRITE(p, " float4 rawpos : POSITION) {\n");
WRITE(p, "VS_OUTPUT o;\n");
WRITE(p, "VS_OUTPUT o;\n");
// transforms
if (components & VB_HAS_POSMTXIDX) {
if (api_type == API_D3D9)
@ -187,8 +197,8 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
WRITE(p, "int posmtx = fposmtx;\n");
}
WRITE(p, "float4 pos = float4(dot("I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos), 1);\n");
WRITE(p, "float4 pos = float4(dot("I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos), 1);\n");
if (components & VB_HAS_NRMALL) {
WRITE(p, "int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
WRITE(p, "float3 N0 = "I_NORMALMATRICES".T[normidx].t.xyz, N1 = "I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = "I_NORMALMATRICES".T[normidx+2].t.xyz;\n");
@ -215,9 +225,11 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
if (!(components & VB_HAS_NRM0))
WRITE(p, "float3 _norm0 = float3(0.0f, 0.0f, 0.0f);\n");
WRITE(p, "o.pos = float4(dot("I_PROJECTION".T0, pos), dot("I_PROJECTION".T1, pos), dot("I_PROJECTION".T2, pos), dot("I_PROJECTION".T3, pos));\n");
WRITE(p, "float4 mat, lacc;\n" // = half4(1, 1, 1, 1), lacc = half4(0, 0, 0, 0);\n"
WRITE(p, "float4 mat, lacc;\n"
"float3 ldir, h;\n"
"float dist, dist2, attn;\n");
@ -226,7 +238,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
if (components & VB_HAS_COL0)
WRITE(p, "o.colors_0 = color0;\n");
else
WRITE(p, "o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
WRITE(p, "o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
// lights/colors
for (int j = 0; j < xfregs.nNumChans; j++)
@ -293,8 +305,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
else
{
WRITE(p, "lacc.w = 1.0f;\n");
}
}
if(color.enablelighting && alpha.enablelighting)
{
@ -341,7 +352,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
if (components & VB_HAS_COL1)
WRITE(p, "o.colors_1 = color1;\n");
else
WRITE(p, "o.colors_1 = o.colors_0;\n");
WRITE(p, "o.colors_1 = o.colors_0;\n");
}
// special case if only pos and tex coord 0 and tex coord input is AB11
// donko - this has caused problems in some games. removed for now.
@ -460,14 +471,34 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
// clipPos/w needs to be done in pixel shader, not here
if (xfregs.numTexGens < 7) {
WRITE(p, "o.clipPos = o.pos;\n");
WRITE(p, "o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);\n");
} else {
WRITE(p, "o.tex0.w = o.pos.x;\n");
WRITE(p, "o.tex1.w = o.pos.y;\n");
WRITE(p, "o.tex0.w = pos.x;\n");
WRITE(p, "o.tex1.w = pos.y;\n");
WRITE(p, "o.tex2.w = o.pos.z;\n");
WRITE(p, "o.tex3.w = o.pos.w;\n");
}
if(g_ActiveConfig.bEnablePixelLigting)
{
if (xfregs.numTexGens < 7) {
WRITE(p, "o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");
} else {
WRITE(p, "o.tex4.w = _norm0.x;\n");
WRITE(p, "o.tex5.w = _norm0.y;\n");
WRITE(p, "o.tex6.w = _norm0.z;\n");
if (xfregs.numTexGens < 8)
WRITE(p, "o.tex7 = pos.xyzz;\n");
else
WRITE(p, "o.tex7.w = pos.z;\n");
}
if (components & VB_HAS_COL0)
WRITE(p, "o.colors_0 = color0;\n");
if (components & VB_HAS_COL1)
WRITE(p, "o.colors_1 = color1;\n");
}
//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
//if not early z culling will improve speed
if (is_d3d) {

View file

@ -379,7 +379,7 @@ void VertexShaderManager::SetConstants()
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 || g_ActiveConfig.bAnaglyphStereo ) && xfregs.rawProjection[6] == 0)
{
Matrix44 mtxA;
Matrix44 mtxB;

View file

@ -72,6 +72,11 @@ void VideoConfig::Load(const char *ini_file)
iniFile.Get("Settings", "DumpEFBTarget", &bDumpEFBTarget, 0);
iniFile.Get("Settings", "DumpFrames", &bDumpFrames, 0);
iniFile.Get("Settings", "FreeLook", &bFreeLook, 0);
iniFile.Get("Settings", "AnaglyphStereo", &bAnaglyphStereo, false);
iniFile.Get("Settings", "AnaglyphStereoSeparation", &iAnaglyphStereoSeparation, 200);
iniFile.Get("Settings", "AnaglyphFocalAngle", &iAnaglyphFocalAngle, 0);
iniFile.Get("Settings", "EnablePixelLigting", &bEnablePixelLigting, 0);
iniFile.Get("Settings", "ShowShaderErrors", &bShowShaderErrors, 0);
iniFile.Get("Settings", "MSAA", &iMultisampleMode, 0);
iniFile.Get("Settings", "EFBScale", &iEFBScale, 0);
@ -184,6 +189,11 @@ void VideoConfig::Save(const char *ini_file)
iniFile.Set("Settings", "DumpEFBTarget", bDumpEFBTarget);
iniFile.Set("Settings", "DumpFrames", bDumpFrames);
iniFile.Set("Settings", "FreeLook", bFreeLook);
iniFile.Set("Settings", "AnaglyphStereo", bAnaglyphStereo);
iniFile.Set("Settings", "AnaglyphStereoSeparation", iAnaglyphStereoSeparation);
iniFile.Set("Settings", "AnaglyphFocalAngle", iAnaglyphFocalAngle);
iniFile.Set("Settings", "EnablePixelLigting", bEnablePixelLigting);
iniFile.Set("Settings", "ShowEFBCopyRegions", bShowEFBCopyRegions);
iniFile.Set("Settings", "ShowShaderErrors", bShowShaderErrors);
iniFile.Set("Settings", "MSAA", iMultisampleMode);

View file

@ -109,6 +109,9 @@ struct VideoConfig
bool bDumpEFBTarget;
bool bDumpFrames;
bool bFreeLook;
bool bAnaglyphStereo;
int iAnaglyphStereoSeparation;
int iAnaglyphFocalAngle;
// Hacks
bool bEFBAccessEnable;
@ -127,6 +130,7 @@ struct VideoConfig
bool bProjHack1;
float fAspectRatioHackW, fAspectRatioHackH;
bool bZTPSpeedHack; // The Legend of Zelda: Twilight Princess
bool bEnablePixelLigting;
int iLog; // CONF_ bits
int iSaveTargetId;

View file

@ -36,6 +36,7 @@ void LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
{
VertexManager::Flush();
VertexShaderManager::InvalidateXFRange(address, address + transferSize);
PixelShaderManager::InvalidateXFRange(address, address + transferSize);
//PRIM_LOG("xfmem write: 0x%x-0x%x\n", address, address+transferSize);
memcpy_gc((u32*)&xfmem[address], &pData[i], transferSize*4);
@ -111,6 +112,7 @@ void LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
VertexManager::Flush();
xfregs.colChans[chan].ambColor = data;
VertexShaderManager::SetMaterialColor(chan, data);
PixelShaderManager::SetMaterialColor(chan, data);
}
break;
}
@ -124,6 +126,7 @@ void LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
VertexManager::Flush();
xfregs.colChans[chan].matColor = data;
VertexShaderManager::SetMaterialColor(address - XFMEM_SETCHAN0_AMBCOLOR, data);
PixelShaderManager::SetMaterialColor(address - XFMEM_SETCHAN0_AMBCOLOR, data);
}
break;
}
@ -217,6 +220,7 @@ void LoadIndexedXF(u32 val, int array)
VertexManager::Flush();
VertexShaderManager::InvalidateXFRange(address, address+size);
PixelShaderManager::InvalidateXFRange(address, address+size);
//PRIM_LOG("xfmem iwrite: 0x%x-0x%x\n", address, address+size);
for (int i = 0; i < size; i++)

View file

@ -92,6 +92,8 @@ struct TabDirect3D : public W32Util::Tab
Button_SetCheck(GetDlgItem(hDlg, IDC_VSYNC), g_Config.bVSync);
Button_SetCheck(GetDlgItem(hDlg, IDC_SAFE_TEXTURE_CACHE), g_Config.bSafeTextureCache);
Button_SetCheck(GetDlgItem(hDlg, IDC_DLIST_CACHING), g_Config.bDlistCachingEnable);
Button_SetCheck(GetDlgItem(hDlg, IDC_ENABLEPIXELLIGHTING), g_Config.bEnablePixelLigting);
if (g_Config.iSafeTextureCache_ColorSamples == 0)
@ -141,6 +143,9 @@ struct TabDirect3D : public W32Util::Tab
case IDC_DLIST_CACHING:
g_Config.bDlistCachingEnable = Button_GetCheck(GetDlgItem(hDlg, IDC_DLIST_CACHING)) == 0 ? false : true;
break;
case IDC_ENABLEPIXELLIGHTING:
g_Config.bEnablePixelLigting = Button_GetCheck(GetDlgItem(hDlg, IDC_ENABLEPIXELLIGHTING)) == 0 ? false : true;
break;
case IDC_EFB_ACCESS_ENABLE:
g_Config.bEFBAccessEnable = Button_GetCheck(GetDlgItem(hDlg, IDC_EFB_ACCESS_ENABLE)) == 0 ? false : true;
break;

View file

@ -125,6 +125,16 @@ unsigned int ps_constant_offset_table[] = {
76, 80, // C_INDTEXSCALE, 8
84, 88, 92, 96, 100, 104, // C_INDTEXMTX, 24
108, 112, // C_FOG, 8
116, 120, 124 ,128, // C_COLORMATRIX, 16
132, 136, 140, 144, 148, // C_PLIGHTS0, 20
152, 156, 160, 164, 168, // C_PLIGHTS1, 20
172, 176, 180, 184, 188, // C_PLIGHTS2, 20
192, 196, 200, 204, 208, // C_PLIGHTS3, 20
212, 216, 220, 224, 228, // C_PLIGHTS4, 20
232, 236, 240, 244, 248, // C_PLIGHTS5, 20
252, 256, 260, 264, 268, // C_PLIGHTS6, 20
272, 276, 280, 284, 288, // C_PLIGHTS7, 20
292, 296, 300, 304, // C_PMATERIALS, 16
};
void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
@ -215,7 +225,7 @@ void PixelShaderCache::Shutdown()
g_ps_disk_cache.Close();
}
bool PixelShaderCache::SetShader(bool dstAlpha)
bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlpha);
@ -243,7 +253,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha)
}
// need to compile a new shader
const char* code = GeneratePixelShaderCode(dstAlpha, API_D3D11);
const char* code = GeneratePixelShaderCode(dstAlpha, API_D3D11,components);
D3DBlob* pbytecode;
if (!D3D::CompilePixelShader(code, strlen(code), &pbytecode))

View file

@ -32,7 +32,7 @@ public:
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(bool dstAlpha);
static bool SetShader(bool dstAlpha,u32 components);
static bool InsertByteCode(const PIXELSHADERUID &uid, void* bytecode, unsigned int bytecodelen);
static ID3D11PixelShader* GetColorMatrixProgram();

View file

@ -341,7 +341,7 @@ void Flush()
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();
if (!PixelShaderCache::SetShader(false))
if (!PixelShaderCache::SetShader(false,g_nativeVertexFmt->m_components))
goto shader_fail;
if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
goto shader_fail;
@ -354,7 +354,7 @@ void Flush()
if (bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
{
DWORD write = 0;
if (!PixelShaderCache::SetShader(true))
if (!PixelShaderCache::SetShader(true,g_nativeVertexFmt->m_components))
goto shader_fail;
// update alpha only

View file

@ -31,6 +31,7 @@
#define IDC_RADIO3 1043
#define IDC_SAFE_TEXTURE_CACHE_FAST 1043
#define IDC_DLIST_CACHING 1044
#define IDC_ENABLEPIXELLIGHTING 1045
#define IDC_STATIC -1
// Next default values for new objects
@ -39,7 +40,7 @@
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 106
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1045
#define _APS_NEXT_CONTROL_VALUE 1046
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif

View file

@ -52,6 +52,7 @@ BEGIN
CONTROL "Normal",IDC_SAFE_TEXTURE_CACHE_NORMAL,"Button",BS_AUTORADIOBUTTON,52,87,40,10
CONTROL "Fast",IDC_SAFE_TEXTURE_CACHE_FAST,"Button",BS_AUTORADIOBUTTON,92,87,32,10
CONTROL "Enable Dlist Caching",IDC_DLIST_CACHING,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,7,98,80,10
CONTROL "Enable Pixel Lighting",IDC_ENABLEPIXELLIGHTING,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,7,112,81,10
END
IDD_ADVANCED DIALOGEX 0, 0, 244, 200

View file

@ -55,6 +55,11 @@ BEGIN_EVENT_TABLE(GFXConfigDialogDX,wxDialog)
EVT_CHECKBOX(ID_FORCEANISOTROPY, GFXConfigDialogDX::EnhancementsSettingsChanged)
EVT_CHECKBOX(ID_LOADHIRESTEXTURES, GFXConfigDialogDX::EnhancementsSettingsChanged)
EVT_CHECKBOX(ID_EFBSCALEDCOPY, GFXConfigDialogDX::EnhancementsSettingsChanged)
EVT_CHECKBOX(ID_PIXELLIGHTING, GFXConfigDialogDX::EnhancementsSettingsChanged)
EVT_CHECKBOX(ID_ANAGLYPH, GFXConfigDialogDX::EnhancementsSettingsChanged)
EVT_SLIDER(ID_ANAGLYPHSEPARATION, GFXConfigDialogDX::EnhancementsSettingsChanged)
EVT_SLIDER(ID_ANAGLYPHFOCALANGLE, GFXConfigDialogDX::EnhancementsSettingsChanged)
//Advanced Tab
EVT_CHECKBOX(ID_DISABLEFOG, GFXConfigDialogDX::AdvancedSettingsChanged)
@ -133,7 +138,10 @@ void GFXConfigDialogDX::InitializeGUIValues()
m_HiresTextures->SetValue(g_Config.bHiresTextures);
m_MSAAModeCB->SetSelection(g_Config.iMultisampleMode);
m_EFBScaledCopy->SetValue(g_Config.bCopyEFBScaled);
m_Anaglyph->SetValue(g_Config.bAnaglyphStereo);
m_PixelLighting->SetValue(g_Config.bEnablePixelLigting);
m_AnaglyphSeparation->SetValue(g_Config.iAnaglyphStereoSeparation);
m_AnaglyphFocalAngle->SetValue(g_Config.iAnaglyphFocalAngle);
//Advance
m_DisableFog->SetValue(g_Config.bDisableFog);
m_OverlayFPS->SetValue(g_Config.bShowFPS);
@ -267,6 +275,12 @@ void GFXConfigDialogDX::CreateGUIControls()
wxStaticBoxSizer* sbEFBHacks;
sbEFBHacks = new wxStaticBoxSizer( new wxStaticBox( m_PageEnhancements, wxID_ANY, wxT("EFB hacks") ), wxVERTICAL );
m_EFBScaledCopy = new wxCheckBox( m_PageEnhancements, ID_EFBSCALEDCOPY, wxT("EFB scaled copy"), wxDefaultPosition, wxDefaultSize, 0 );
m_Anaglyph = new wxCheckBox( m_PageEnhancements, ID_ANAGLYPH, wxT("Enable Anaglyph Stereo"), wxDefaultPosition, wxDefaultSize, 0 );
m_PixelLighting = new wxCheckBox( m_PageEnhancements, ID_PIXELLIGHTING, wxT("Enable Pixel Lighting"), wxDefaultPosition, wxDefaultSize, 0 );
m_AnaglyphSeparation = new wxSlider( m_PageEnhancements, ID_ANAGLYPHSEPARATION,2000,1,10000, wxDefaultPosition, wxDefaultSize, wxHORIZONTAL,wxDefaultValidator, wxT("Stereo separation") );
m_AnaglyphFocalAngle = new wxSlider( m_PageEnhancements, ID_ANAGLYPHFOCALANGLE,0,-1000,1000, wxDefaultPosition, wxDefaultSize, wxHORIZONTAL,wxDefaultValidator, wxT("Stereo Focal Angle") );
m_AnaglyphSeparationText = new wxStaticText( m_PageEnhancements, wxID_ANY, wxT("Stereo Separation:"), wxDefaultPosition, wxDefaultSize, 0 );
m_AnaglyphFocalAngleText= new wxStaticText( m_PageEnhancements, wxID_ANY, wxT("Focal Angle:"), wxDefaultPosition, wxDefaultSize, 0 );
// Sizers
wxBoxSizer* sEnhancements;
@ -289,6 +303,21 @@ void GFXConfigDialogDX::CreateGUIControls()
sbEFBHacks->Add( sEFBHacks, 1, wxEXPAND, 5 );
sEnhancements->Add( sbEFBHacks, 0, wxEXPAND|wxALL, 5 );
wxStaticBoxSizer* sbImprovements;
sbImprovements = new wxStaticBoxSizer( new wxStaticBox( m_PageEnhancements, wxID_ANY, wxT("Improvements") ), wxVERTICAL );
wxGridBagSizer* sImprovements;
sImprovements = new wxGridBagSizer( 0, 0 );
sImprovements->SetFlexibleDirection( wxBOTH );
sImprovements->SetNonFlexibleGrowMode( wxFLEX_GROWMODE_SPECIFIED );
sImprovements->Add( m_Anaglyph, wxGBPosition( 0, 0 ), wxGBSpan( 1, 1 ), wxALL, 5 );
sImprovements->Add( m_AnaglyphSeparationText, wxGBPosition( 1, 0 ), wxGBSpan( 1, 1 ), wxALL, 5 );
sImprovements->Add( m_AnaglyphFocalAngleText, wxGBPosition( 1, 1 ), wxGBSpan( 1, 1 ), wxALL, 5 );
sImprovements->Add( m_AnaglyphSeparation, wxGBPosition( 2, 0 ), wxGBSpan( 1, 1 ), wxALL, 5 );
sImprovements->Add( m_AnaglyphFocalAngle, wxGBPosition( 2, 1 ), wxGBSpan( 1, 1 ), wxALL, 5 );
sImprovements->Add( m_PixelLighting, wxGBPosition( 3, 0 ), wxGBSpan( 1, 1 ), wxALL, 5 );
sbImprovements->Add( sImprovements, 1, wxEXPAND, 5 );
sEnhancements->Add( sbImprovements, 0, wxEXPAND|wxALL, 5 );
m_PageEnhancements->SetSizer( sEnhancements );
m_PageEnhancements->Layout();
sEnhancements->Fit( m_PageEnhancements );
@ -447,7 +476,19 @@ void GFXConfigDialogDX::EnhancementsSettingsChanged(wxCommandEvent& event)
g_Config.bHiresTextures = m_HiresTextures->IsChecked();
break;
case ID_EFBSCALEDCOPY:
g_Config.bCopyEFBScaled = m_EFBScaledCopy->IsChecked();
g_Config.bCopyEFBScaled = m_EFBScaledCopy->IsChecked();
break;
case ID_PIXELLIGHTING:
g_Config.bEnablePixelLigting = m_PixelLighting->IsChecked();
break;
case ID_ANAGLYPH:
g_Config.bAnaglyphStereo = m_Anaglyph->IsChecked();
break;
case ID_ANAGLYPHSEPARATION:
g_Config.iAnaglyphStereoSeparation = m_AnaglyphSeparation->GetValue();
break;
case ID_ANAGLYPHFOCALANGLE:
g_Config.iAnaglyphFocalAngle = m_AnaglyphFocalAngle->GetValue();
break;
}
UpdateGUI();

View file

@ -106,7 +106,12 @@ class GFXConfigDialogDX : public wxDialog
wxCheckBox *m_MaxAnisotropy;
wxCheckBox *m_HiresTextures;
wxCheckBox *m_EFBScaledCopy;
wxCheckBox *m_Anaglyph;
wxCheckBox *m_PixelLighting;
wxStaticText* m_AnaglyphSeparationText;
wxSlider *m_AnaglyphSeparation;
wxStaticText* m_AnaglyphFocalAngleText;
wxSlider *m_AnaglyphFocalAngle;
//Advanced Tab
wxCheckBox *m_DisableFog;
wxCheckBox *m_OverlayFPS;
@ -173,7 +178,11 @@ class GFXConfigDialogDX : public wxDialog
ID_ABOUT,
ID_DIRERCT3D,
ID_PAGEENHANCEMENTS,
ID_PAGEADVANCED
ID_PAGEADVANCED,
ID_PIXELLIGHTING,
ID_ANAGLYPH,
ID_ANAGLYPHSEPARATION,
ID_ANAGLYPHFOCALANGLE,
};
void InitializeAdapters();
void OnClose(wxCloseEvent& event);

View file

@ -274,7 +274,7 @@ void PixelShaderCache::Shutdown()
unique_shaders.clear();
}
bool PixelShaderCache::SetShader(bool dstAlpha)
bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlpha);
@ -312,7 +312,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha)
}
// OK, need to generate and compile it.
const char *code = GeneratePixelShaderCode(dstAlpha, API_D3D9);
const char *code = GeneratePixelShaderCode(dstAlpha, API_D3D9,components);
u32 code_hash = HashAdler32((const u8 *)code, strlen(code));
unique_shaders.insert(code_hash);

View file

@ -60,7 +60,7 @@ private:
public:
static void Init();
static void Shutdown();
static bool SetShader(bool dstAlpha);
static bool SetShader(bool dstAlpha, u32 componets);
static bool InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate);
static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram(int SSAAMode);
static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram(int SSAAMode);

View file

@ -977,7 +977,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
}
}
static bool RightFrame = false;
void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc)
{
@ -1000,6 +1000,25 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
}
Renderer::ResetAPIState();
if(g_ActiveConfig.bAnaglyphStereo)
{
if(RightFrame)
{
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN);
VertexShaderManager::ResetView();
VertexShaderManager::TranslateView(-0.001f * g_ActiveConfig.iAnaglyphStereoSeparation,0.0f);
VertexShaderManager::RotateView(-0.0001 *g_ActiveConfig.iAnaglyphFocalAngle,0.0f);
RightFrame = false;
}
else
{
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED);
VertexShaderManager::ResetView();
VertexShaderManager::TranslateView(0.001f *g_ActiveConfig.iAnaglyphStereoSeparation,0.0f);
VertexShaderManager::RotateView(0.0001 * g_ActiveConfig.iAnaglyphFocalAngle,0.0f);
RightFrame = true;
}
}
// Set the backbuffer as the rendering target
D3D::dev->SetDepthStencilSurface(NULL);
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
@ -1014,7 +1033,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp);
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
//D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
D3D::drawClearQuad(0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
int X = dst_rect.left;
int Y = dst_rect.top;
@ -1102,6 +1122,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
}
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
if(g_ActiveConfig.bAnaglyphStereo)
{
DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
}
vp.X = 0;
vp.Y = 0;
vp.Width = s_backbuffer_width;

View file

@ -274,7 +274,7 @@ void Flush()
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();
if (!PixelShaderCache::SetShader(false))
if (!PixelShaderCache::SetShader(false,g_nativeVertexFmt->m_components))
{
DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
@ -294,7 +294,7 @@ void Flush()
if (bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
{
DWORD write = 0;
if (!PixelShaderCache::SetShader(true))
if (!PixelShaderCache::SetShader(true,g_nativeVertexFmt->m_components))
{
DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
@ -304,7 +304,6 @@ void Flush()
D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
Draw(stride);
D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
}

View file

@ -132,6 +132,16 @@ unsigned int ps_constant_offset_table[] = {
76, 80, // C_INDTEXSCALE, 8
84, 88, 92, 96, 100, 104, // C_INDTEXMTX, 24
108, 112, // C_FOG, 8
116, 120, 124 ,128, // C_COLORMATRIX, 16
132, 136, 140, 144, 148, // C_PLIGHTS0, 20
152, 156, 160, 164, 168, // C_PLIGHTS1, 20
172, 176, 180, 184, 188, // C_PLIGHTS2, 20
192, 196, 200, 204, 208, // C_PLIGHTS3, 20
212, 216, 220, 224, 228, // C_PLIGHTS4, 20
232, 236, 240, 244, 248, // C_PLIGHTS5, 20
252, 256, 260, 264, 268, // C_PLIGHTS6, 20
272, 276, 280, 284, 288, // C_PLIGHTS7, 20
292, 296, 300, 304, // C_PMATERIALS, 16
};
void PixelShaderCache::SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{

View file

@ -74,6 +74,7 @@ BEGIN_EVENT_TABLE(GFXConfigDialogOGL,wxDialog)
EVT_RADIOBUTTON(ID_RADIO_SAFETEXTURECACHE_FAST, GFXConfigDialogOGL::AdvancedSettingsChanged)
EVT_CHECKBOX(ID_DSTALPHAPASS,GFXConfigDialogOGL::AdvancedSettingsChanged)
EVT_CHECKBOX(ID_CHECKBOX_DISABLECOPYEFB, GFXConfigDialogOGL::AdvancedSettingsChanged)
EVT_CHECKBOX(ID_PIXELLIGHTING, GFXConfigDialogOGL::AdvancedSettingsChanged)
EVT_RADIOBUTTON(ID_RADIO_COPYEFBTORAM, GFXConfigDialogOGL::AdvancedSettingsChanged)
EVT_RADIOBUTTON(ID_RADIO_COPYEFBTOGL, GFXConfigDialogOGL::AdvancedSettingsChanged)
EVT_CHECKBOX(ID_DLISTCACHING, GFXConfigDialogOGL::AdvancedSettingsChanged)
@ -240,7 +241,8 @@ void GFXConfigDialogOGL::InitializeGUIValues()
m_HiresTextures->SetValue(g_Config.bHiresTextures);
m_DumpEFBTarget->SetValue(g_Config.bDumpEFBTarget);
m_DumpFrames->SetValue(g_Config.bDumpFrames);
m_FreeLook->SetValue(g_Config.bFreeLook);
m_FreeLook->SetValue(g_Config.bFreeLook);
m_PixelLighting->SetValue(g_Config.bEnablePixelLigting);;
// Hacks controls
m_PhackvalueCB->SetSelection(g_Config.iPhackvalue);
@ -308,6 +310,8 @@ void GFXConfigDialogOGL::InitializeGUITooltips()
m_FreeLook->SetToolTip(
wxT("Use WASD to move around, 0 and 9 to move faster or slower, and the")
wxT(" left mouse button to pan the view."));
m_PixelLighting->SetToolTip(
wxT("Enables Pixel ligting to improve Ilumination."));
// Hacks controls
m_SafeTextureCache->SetToolTip(wxT("This is useful to prevent Metroid Prime from crashing, but can cause problems in other games.")
@ -450,6 +454,7 @@ void GFXConfigDialogOGL::CreateGUIControls()
m_DisableTexturing = new wxCheckBox(m_PageAdvanced, ID_DISABLETEXTURING, wxT("Disable Texturing"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_DstAlphaPass = new wxCheckBox(m_PageAdvanced, ID_DSTALPHAPASS, wxT("Disable Destination Alpha Pass"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_DisableFog = new wxCheckBox(m_PageAdvanced, ID_DISABLEFOG, wxT("Disable Fog"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_PixelLighting = new wxCheckBox(m_PageAdvanced, ID_PIXELLIGHTING, wxT("Enable Pixel Lighting"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_StaticBox_EFB = new wxStaticBox(m_PageAdvanced, ID_STATICBOX_EFB, wxT("EFB Copy"));
m_CheckBox_DisableCopyEFB = new wxCheckBox(m_PageAdvanced, ID_CHECKBOX_DISABLECOPYEFB, wxT("Disable"));
@ -462,7 +467,7 @@ void GFXConfigDialogOGL::CreateGUIControls()
m_HiresTextures = new wxCheckBox(m_PageAdvanced, ID_HIRESTEXTURES, wxT("Load Hires textures"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_DumpEFBTarget = new wxCheckBox(m_PageAdvanced, ID_DUMPEFBTARGET, wxT("Dump EFB Target"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_DumpFrames = new wxCheckBox(m_PageAdvanced, ID_DUMPFRAMES, wxT("Dump Rendered Frames"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_FreeLook = new wxCheckBox(m_PageAdvanced, ID_FREELOOK, wxT("Free Look"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_FreeLook = new wxCheckBox(m_PageAdvanced, ID_FREELOOK, wxT("Free Look"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
// Hacks controls
sHacks = new wxStaticBoxSizer(wxVERTICAL, m_PageAdvanced, wxT("Hacks"));
@ -503,6 +508,7 @@ void GFXConfigDialogOGL::CreateGUIControls()
sRendering->Add(m_DstAlphaPass, wxGBPosition(3, 0), wxGBSpan(1, 1), wxALL, 4);
sRendering->Add(m_DisableFog, wxGBPosition(4, 0), wxGBSpan(1, 1), wxALL, 4);
sRendering->Add(m_DlistCaching, wxGBPosition(5, 0), wxGBSpan(1, 1), wxALL, 4);
sRendering->Add(m_PixelLighting, wxGBPosition(6, 0), wxGBSpan(1, 1), wxALL, 4);
sRenderBoxRow1->Add(sRendering, 0, wxALL|wxEXPAND, 1);
wxStaticBoxSizer *sSBox = new wxStaticBoxSizer(m_StaticBox_EFB, wxVERTICAL);
@ -683,6 +689,9 @@ void GFXConfigDialogOGL::AdvancedSettingsChanged(wxCommandEvent& event)
case ID_DISABLEFOG:
g_Config.bDisableFog = m_DisableFog->IsChecked();
break;
case ID_PIXELLIGHTING:
g_Config.bEnablePixelLigting = m_PixelLighting->IsChecked();
break;
case ID_DSTALPHAPASS:
g_Config.bDstAlphaPass = m_DstAlphaPass->IsChecked();
break;

View file

@ -119,6 +119,7 @@ class GFXConfigDialogOGL : public wxDialog
wxCheckBox *m_DumpEFBTarget;
wxCheckBox *m_DumpFrames;
wxCheckBox *m_FreeLook;
wxCheckBox *m_PixelLighting;
wxStaticBox * m_StaticBox_EFB;
wxCheckBox *m_CheckBox_DisableCopyEFB;
wxRadioButton *m_Radio_CopyEFBToRAM, *m_Radio_CopyEFBToGL;
@ -174,6 +175,7 @@ class GFXConfigDialogOGL : public wxDialog
ID_WIREFRAME,
ID_DISABLELIGHTING,
ID_PIXELLIGHTING,
ID_DISABLETEXTURING,
ID_DISABLEFOG,
ID_STATICBOX_EFB,

View file

@ -155,8 +155,9 @@ void FreeLookInput( UINT iMsg, WPARAM wParam )
{
static float debugSpeed = 1.0f;
static bool mouseLookEnabled = false;
static bool mouseMoveEnabled = false;
static float lastMouse[2];
POINT point;
switch( iMsg )
{
case WM_USER_KEYDOWN:
@ -189,24 +190,38 @@ void FreeLookInput( UINT iMsg, WPARAM wParam )
case WM_MOUSEMOVE:
if (mouseLookEnabled) {
POINT point;
GetCursorPos(&point);
VertexShaderManager::RotateView((point.x - lastMouse[0]) / 200.0f, (point.y - lastMouse[1]) / 200.0f);
lastMouse[0] = point.x;
lastMouse[1] = point.y;
}
if (mouseMoveEnabled) {
GetCursorPos(&point);
VertexShaderManager::TranslateView((point.x - lastMouse[0]) / 50.0f, (point.y - lastMouse[1]) / 50.0f);
lastMouse[0] = point.x;
lastMouse[1] = point.y;
}
break;
case WM_RBUTTONDOWN:
POINT point;
GetCursorPos(&point);
lastMouse[0] = point.x;
lastMouse[1] = point.y;
mouseLookEnabled= true;
break;
case WM_MBUTTONDOWN:
GetCursorPos(&point);
lastMouse[0] = point.x;
lastMouse[1] = point.y;
mouseMoveEnabled= true;
break;
case WM_RBUTTONUP:
mouseLookEnabled = false;
break;
case WM_MBUTTONUP:
mouseMoveEnabled = false;
break;
}
}

View file

@ -185,7 +185,7 @@ GLuint PixelShaderCache::GetDepthMatrixProgram()
}
FRAGMENTSHADER* PixelShaderCache::GetShader(bool dstAlphaEnable)
FRAGMENTSHADER* PixelShaderCache::GetShader(bool dstAlphaEnable,u32 components)
{
DVSTARTPROFILE();
PIXELSHADERUID uid;
@ -214,7 +214,7 @@ FRAGMENTSHADER* PixelShaderCache::GetShader(bool dstAlphaEnable)
PSCacheEntry& newentry = pshaders[uid];
newentry.frameCount = frameCount;
pShaderLast = &newentry.shader;
const char *code = GeneratePixelShaderCode(dstAlphaEnable,API_OPENGL);
const char *code = GeneratePixelShaderCode(dstAlphaEnable,API_OPENGL,components);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {

View file

@ -71,7 +71,7 @@ public:
static void Init();
static void Shutdown();
static FRAGMENTSHADER* GetShader(bool dstAlphaEnable);
static FRAGMENTSHADER* GetShader(bool dstAlphaEnable,u32 components);
static bool CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
static GLuint GetColorMatrixProgram();

View file

@ -894,7 +894,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
DVSTARTPROFILE();
ResetAPIState();
TargetRectangle back_rc;
ComputeDrawRectangle(m_CustomWidth, m_CustomHeight, true, &back_rc);
@ -1083,7 +1082,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
}
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureMngr::DisableStage(0);
if(g_ActiveConfig.bAnaglyphStereo)
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// Wireframe
if (g_ActiveConfig.bWireFrame)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
@ -1305,8 +1305,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
GL_REPORT_ERRORD();
// Clear framebuffer
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
if(!g_ActiveConfig.bAnaglyphStereo)
{
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
}
GL_REPORT_ERRORD();

View file

@ -289,7 +289,7 @@ void Flush()
}
}
FRAGMENTSHADER* ps = PixelShaderCache::GetShader(false);
FRAGMENTSHADER* ps = PixelShaderCache::GetShader(false,g_nativeVertexFmt->m_components);
VERTEXSHADER* vs = VertexShaderCache::GetShader(g_nativeVertexFmt->m_components);
// set global constants
@ -306,7 +306,7 @@ void Flush()
// run through vertex groups again to set alpha
if (!g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
{
ps = PixelShaderCache::GetShader(true);
ps = PixelShaderCache::GetShader(true,g_nativeVertexFmt->m_components);
if (ps)PixelShaderCache::SetCurrentShader(ps->glprogid);