dolphin/Source/Core/VideoCommon/Src/PixelShaderManager.cpp
Rodolfo Osvaldo Bogado f869281301 normalize the efb to texture process for color textures to make it work the same in all the plugins and with the same accuracy as real hardware (almost :))
please test for regressions and fixes.
some little changes to make pixel shader more dx9 sm2.0 friendly. the condition is not to use pixel lighting ( sorry no hardware support for the quantity of parameters needed).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6777 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-07 19:23:57 +00:00

434 lines
13 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <cmath>
#include "Common.h"
#include "Profiler.h"
#include "Statistics.h"
#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;
static bool s_bZBiasChanged;
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;
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()
{
lastAlpha = 0;
memset(lastTexDims, 0, sizeof(lastTexDims));
lastZBias = 0;
memset(lastRGBAfull, 0, sizeof(lastRGBAfull));
Dirty();
}
void PixelShaderManager::Dirty()
{
s_nColorsChanged[0] = s_nColorsChanged[1] = 15;
s_nTexDimsChanged = 0xFF;
s_nIndTexScaleChanged = 0xFF;
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()
{
}
void PixelShaderManager::SetConstants()
{
for (int i = 0; i < 2; ++i)
{
if (s_nColorsChanged[i])
{
int baseind = i ? C_KCOLORS : C_COLORS;
for (int j = 0; j < 4; ++j)
{
if (s_nColorsChanged[i] & (1 << j))
SetPSConstant4fv(baseind+j, &lastRGBAfull[i][j][0]);
}
s_nColorsChanged[i] = 0;
}
}
if (s_nTexDimsChanged)
{
for (int i = 0; i < 8; ++i)
{
if (s_nTexDimsChanged & (1<<i))
SetPSTextureDims(i);
}
s_nTexDimsChanged = 0;
}
if (s_bAlphaChanged)
{
SetPSConstant4f(C_ALPHA, (lastAlpha&0xff)/255.0f, ((lastAlpha>>8)&0xff)/255.0f, 0, ((lastAlpha>>16)&0xff)/255.0f);
s_bAlphaChanged = false;
}
if (s_bZTextureTypeChanged)
{
float ftemp[4];
switch (bpmem.ztex2.type)
{
case 0:
// 8 bits
ftemp[0] = 0; ftemp[1] = 0; ftemp[2] = 0; ftemp[3] = 255.0f/16777215.0f;
break;
case 1:
// 16 bits
ftemp[0] = 255.0f/16777215.0f; ftemp[1] = 0; ftemp[2] = 0; ftemp[3] = 65280.0f/16777215.0f;
break;
case 2:
// 24 bits
ftemp[0] = 16711680.0f/16777215.0f; ftemp[1] = 65280.0f/16777215.0f; ftemp[2] = 255.0f/16777215.0f; ftemp[3] = 0;
break;
}
SetPSConstant4fv(C_ZBIAS, ftemp);
s_bZTextureTypeChanged = false;
}
if (s_bZBiasChanged || s_bDepthRangeChanged)
{
//ERROR_LOG("pixel=%x,%x, bias=%x\n", bpmem.zcontrol.pixel_format, bpmem.ztex2.type, lastZBias);
SetPSConstant4f(C_ZBIAS+1, lastDepthRange[0] / 16777216.0f, lastDepthRange[1] / 16777216.0f, 0, (float)(lastZBias)/16777215.0f);
s_bZBiasChanged = s_bDepthRangeChanged = false;
}
// indirect incoming texture scales
if (s_nIndTexScaleChanged)
{
// set as two sets of vec4s, each containing S and T of two ind stages.
float f[8];
if (s_nIndTexScaleChanged & 0x03)
{
for (u32 i = 0; i < 2; ++i)
{
f[2 * i] = bpmem.texscale[0].getScaleS(i & 1);
f[2 * i + 1] = bpmem.texscale[0].getScaleT(i & 1);
PRIM_LOG("tex indscale%d: %f %f\n", i, f[2 * i], f[2 * i + 1]);
}
SetPSConstant4fv(C_INDTEXSCALE, f);
}
if (s_nIndTexScaleChanged & 0x0c) {
for (u32 i = 2; i < 4; ++i) {
f[2 * i] = bpmem.texscale[1].getScaleS(i & 1);
f[2 * i + 1] = bpmem.texscale[1].getScaleT(i & 1);
PRIM_LOG("tex indscale%d: %f %f\n", i, f[2 * i], f[2 * i + 1]);
}
SetPSConstant4fv(C_INDTEXSCALE+1, &f[4]);
}
s_nIndTexScaleChanged = 0;
}
if (s_nIndTexMtxChanged)
{
for (int i = 0; i < 3; ++i)
{
if (s_nIndTexMtxChanged & (1 << i))
{
int scale = ((u32)bpmem.indmtx[i].col0.s0 << 0) |
((u32)bpmem.indmtx[i].col1.s1 << 2) |
((u32)bpmem.indmtx[i].col2.s2 << 4);
float fscale = powf(2.0f, (float)(scale - 17)) / 1024.0f;
// xyz - static matrix
// TODO w - dynamic matrix scale / 256...... somehow / 4 works better
// rev 2972 - now using / 256.... verify that this works
SetPSConstant4f(C_INDTEXMTX + 2 * i,
bpmem.indmtx[i].col0.ma * fscale,
bpmem.indmtx[i].col1.mc * fscale,
bpmem.indmtx[i].col2.me * fscale,
fscale * 4.0f);
SetPSConstant4f(C_INDTEXMTX + 2 * i + 1,
bpmem.indmtx[i].col0.mb * fscale,
bpmem.indmtx[i].col1.md * fscale,
bpmem.indmtx[i].col2.mf * fscale,
fscale * 4.0f);
PRIM_LOG("indmtx%d: scale=%f, mat=(%f %f %f; %f %f %f)\n",
i, 1024.0f*fscale,
bpmem.indmtx[i].col0.ma * fscale, bpmem.indmtx[i].col1.mc * fscale, bpmem.indmtx[i].col2.me * fscale,
bpmem.indmtx[i].col0.mb * fscale, bpmem.indmtx[i].col1.md * fscale, bpmem.indmtx[i].col2.mf * fscale);
}
}
s_nIndTexMtxChanged = 0;
}
if (s_bFogColorChanged)
{
SetPSConstant4f(C_FOG, bpmem.fog.color.r / 255.0f, bpmem.fog.color.g / 255.0f, bpmem.fog.color.b / 255.0f, 0);
s_bFogColorChanged = false;
}
if (s_bFogParamChanged)
{
if(!g_ActiveConfig.bDisableFog)
{
//downscale magnitude to 0.24 bits
float b = (float)bpmem.fog.b_magnitude / 0xFFFFFF;
float b_shf = (float)(1 << bpmem.fog.b_shift);
SetPSConstant4f(C_FOG + 1, bpmem.fog.a.GetA(), b, bpmem.fog.c_proj_fsel.GetC(), b_shf);
}
else
{
SetPSConstant4f(C_FOG + 1, 0.0, 1.0, 0.0, 1.0);
}
s_bFogParamChanged = false;
}
if (g_ActiveConfig.bEnablePixelLigting && nLightsChanged[0] >= 0) // config check added because the code in here was crashing for me inside SetPSConstant4f
{
// 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)
{
// texdims.xy are reciprocals of the real texture dimensions
// texdims.zw are the scaled dimensions
float fdims[4];
TCoordInfo& tc = bpmem.texcoords[texid];
fdims[0] = 1.0f / (float)(lastTexDims[texid] & 0xffff);
fdims[1] = 1.0f / (float)((lastTexDims[texid] >> 16) & 0xfff);
fdims[2] = (float)(tc.s.scale_minus_1 + 1);
fdims[3] = (float)(tc.t.scale_minus_1 + 1);
PRIM_LOG("texdims%d: %f %f %f %f\n", texid, fdims[0], fdims[1], fdims[2], fdims[3]);
SetPSConstant4fv(C_TEXDIMS + texid, fdims);
}
// This one is high in profiles (0.5%). TODO: Move conversion out, only store the raw color value
// and update it when the shader constant is set, only.
void PixelShaderManager::SetColorChanged(int type, int num)
{
int r = bpmem.tevregs[num].low.a;
int a = bpmem.tevregs[num].low.b;
int b = bpmem.tevregs[num].high.a;
int g = bpmem.tevregs[num].high.b;
float *pf = &lastRGBAfull[type][num][0];
pf[0] = (float)r * (1.0f / 255.0f);
pf[1] = (float)g * (1.0f / 255.0f);
pf[2] = (float)b * (1.0f / 255.0f);
pf[3] = (float)a * (1.0f / 255.0f);
s_nColorsChanged[type] |= 1 << num;
PRIM_LOG("pixel %scolor%d: %f %f %f %f\n", type?"k":"", num, pf[0], pf[1], pf[2], pf[3]);
}
void PixelShaderManager::SetAlpha(const AlphaFunc& alpha)
{
if ((alpha.hex & 0xffff) != lastAlpha)
{
lastAlpha = (lastAlpha & ~0xffff) | (alpha.hex & 0xffff);
s_bAlphaChanged = true;
}
}
void PixelShaderManager::SetDestAlpha(const ConstantAlpha& alpha)
{
if (alpha.alpha != (lastAlpha >> 16))
{
lastAlpha = (lastAlpha & ~0xff0000) | ((alpha.hex & 0xff) << 16);
s_bAlphaChanged = true;
}
}
void PixelShaderManager::SetTexDims(int texmapid, u32 width, u32 height, u32 wraps, u32 wrapt)
{
u32 wh = width | (height << 16) | (wraps << 28) | (wrapt << 30);
if (lastTexDims[texmapid] != wh)
{
lastTexDims[texmapid] = wh;
s_nTexDimsChanged |= 1 << texmapid;
}
}
void PixelShaderManager::SetZTextureBias(u32 bias)
{
if (lastZBias != bias)
{
s_bZBiasChanged = true;
lastZBias = bias;
}
}
void PixelShaderManager::SetViewport(float* viewport,int VIndex)
{
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
// [1] = height/2
// [2] = 16777215 * (farz - nearz)
// [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342
// [5] = 16777215 * farz
if(VIndex <= 0)
{
if (lastDepthRange[0] != viewport[5] || lastDepthRange[1] != viewport[2])
{
lastDepthRange[0] = viewport[5];
lastDepthRange[1] = viewport[2];
s_bDepthRangeChanged = true;
}
}
else
{
if (VIndex == 2 && lastDepthRange[1] != viewport[0])
{
lastDepthRange[1] = viewport[0];
s_bDepthRangeChanged = true;
}
else if(VIndex == 5 && lastDepthRange[0] != viewport[0])
{
lastDepthRange[0] = viewport[0];
s_bDepthRangeChanged = true;
}
}
}
void PixelShaderManager::SetIndTexScaleChanged(u8 stagemask)
{
s_nIndTexScaleChanged |= stagemask;
}
void PixelShaderManager::SetIndMatrixChanged(int matrixidx)
{
s_nIndTexMtxChanged |= 1 << matrixidx;
}
void PixelShaderManager::SetZTextureTypeChanged()
{
s_bZTextureTypeChanged = true;
}
void PixelShaderManager::SetTexCoordChanged(u8 texmapid)
{
s_nTexDimsChanged |= 1 << texmapid;
}
void PixelShaderManager::SetFogColorChanged()
{
s_bFogColorChanged = true;
}
void PixelShaderManager::SetFogParamChanged()
{
s_bFogParamChanged = true;
}
void PixelShaderManager::SetColorMatrix(const float* pmatrix)
{
SetMultiPSConstant4fv(C_COLORMATRIX,7,pmatrix);
s_nColorsChanged[0] = s_nColorsChanged[1] = 15;
}
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;
}