dolphin/Source/Core/VideoCommon/PixelShaderManager.cpp
degasus 5e5db9fbc6 VideoCommon: cleanup of "components" usage
This "u32 components" is a list of flags which attributes of the vertex loader are present.
We are used to append this variable to lots of vertex generation functions, but some of them don't need it at all.
2014-01-15 16:58:36 +01:00

345 lines
10 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <cmath>
#include "Common.h"
#include "Statistics.h"
#include "PixelShaderManager.h"
#include "VideoCommon.h"
#include "VideoConfig.h"
#include "RenderBase.h"
static bool s_bFogRangeAdjustChanged;
static bool s_bViewPortChanged;
static int nLightsChanged[2]; // min,max
PixelShaderConstants PixelShaderManager::constants;
bool PixelShaderManager::dirty;
void PixelShaderManager::Init()
{
memset(&constants, 0, sizeof(constants));
Dirty();
}
void PixelShaderManager::Dirty()
{
s_bFogRangeAdjustChanged = true;
s_bViewPortChanged = true;
nLightsChanged[0] = 0; nLightsChanged[1] = 0x80;
SetColorChanged(0, 0);
SetColorChanged(0, 1);
SetColorChanged(0, 2);
SetColorChanged(0, 3);
SetColorChanged(1, 0);
SetColorChanged(1, 1);
SetColorChanged(1, 2);
SetColorChanged(1, 3);
SetAlpha();
SetDestAlpha();
SetZTextureBias();
SetViewportChanged();
SetIndTexScaleChanged(false);
SetIndTexScaleChanged(true);
SetIndMatrixChanged(0);
SetIndMatrixChanged(1);
SetIndMatrixChanged(2);
SetZTextureTypeChanged();
SetTexCoordChanged(0);
SetTexCoordChanged(1);
SetTexCoordChanged(2);
SetTexCoordChanged(3);
SetTexCoordChanged(4);
SetTexCoordChanged(5);
SetTexCoordChanged(6);
SetTexCoordChanged(7);
SetFogColorChanged();
SetFogParamChanged();
}
void PixelShaderManager::Shutdown()
{
}
void PixelShaderManager::SetConstants()
{
if (s_bFogRangeAdjustChanged)
{
// set by two components, so keep changed flag here
// TODO: try to split both registers and move this logic to the shader
if(!g_ActiveConfig.bDisableFog && bpmem.fogRange.Base.Enabled == 1)
{
//bpmem.fogRange.Base.Center : center of the viewport in x axis. observation: bpmem.fogRange.Base.Center = realcenter + 342;
int center = ((u32)bpmem.fogRange.Base.Center) - 342;
// normalize center to make calculations easy
float ScreenSpaceCenter = center / (2.0f * xfregs.viewport.wd);
ScreenSpaceCenter = (ScreenSpaceCenter * 2.0f) - 1.0f;
//bpmem.fogRange.K seems to be a table of precalculated coefficients for the adjust factor
//observations: bpmem.fogRange.K[0].LO appears to be the lowest value and bpmem.fogRange.K[4].HI the largest
// they always seems to be larger than 256 so my theory is :
// they are the coefficients from the center to the border of the screen
// so to simplify I use the hi coefficient as K in the shader taking 256 as the scale
constants.fog[2][0] = ScreenSpaceCenter;
constants.fog[2][1] = (float)Renderer::EFBToScaledX((int)(2.0f * xfregs.viewport.wd));
constants.fog[2][2] = bpmem.fogRange.K[4].HI / 256.0f;
}
else
{
constants.fog[2][0] = 0;
constants.fog[2][1] = 1;
constants.fog[2][2] = 1;
}
dirty = true;
s_bFogRangeAdjustChanged = false;
}
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) // config check added because the code in here was crashing for me inside SetPSConstant4f
{
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);
constants.plights[5*i][0] = ((color >> 24) & 0xFF) / 255.0f;
constants.plights[5*i][1] = ((color >> 16) & 0xFF) / 255.0f;
constants.plights[5*i][2] = ((color >> 8) & 0xFF) / 255.0f;
constants.plights[5*i][3] = ((color) & 0xFF) / 255.0f;
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!!!
constants.plights[5*i+j+1][0] = 0.00001f;
else
constants.plights[5*i+j+1][0] = xfmemptr[0];
constants.plights[5*i+j+1][1] = xfmemptr[1];
constants.plights[5*i+j+1][2] = xfmemptr[2];
}
}
dirty = true;
nLightsChanged[0] = nLightsChanged[1] = -1;
}
}
if(s_bViewPortChanged)
{
constants.zbias[1][0] = xfregs.viewport.farZ / 16777216.0f;
constants.zbias[1][1] = xfregs.viewport.zRange / 16777216.0f;
dirty = true;
s_bViewPortChanged = false;
}
}
// 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.
// TODO: Conversion should be checked in the context of tev_fixes..
void PixelShaderManager::SetColorChanged(int type, int num)
{
float4* c = type ? constants.kcolors : constants.colors;
c[num][0] = bpmem.tevregs[num].low.a / 255.0f;
c[num][3] = bpmem.tevregs[num].low.b / 255.0f;
c[num][2] = bpmem.tevregs[num].high.a / 255.0f;
c[num][1] = bpmem.tevregs[num].high.b / 255.0f;
dirty = true;
PRIM_LOG("pixel %scolor%d: %f %f %f %f\n", type?"k":"", num, c[num][0], c[num][1], c[num][2], c[num][3]);
}
void PixelShaderManager::SetAlpha()
{
constants.alpha[0] = bpmem.alpha_test.ref0 / 255.0f;
constants.alpha[1] = bpmem.alpha_test.ref1 / 255.0f;
dirty = true;
}
void PixelShaderManager::SetDestAlpha()
{
constants.alpha[3] = bpmem.dstalpha.alpha / 255.0f;
dirty = true;
}
void PixelShaderManager::SetTexDims(int texmapid, u32 width, u32 height, u32 wraps, u32 wrapt)
{
// TODO: move this check out to callee. There we could just call this function on texture changes
// or better, use textureSize() in glsl
if(constants.texdims[texmapid][0] != 1.0f/width || constants.texdims[texmapid][1] != 1.0f/height)
dirty = true;
constants.texdims[texmapid][0] = 1.0f/width;
constants.texdims[texmapid][1] = 1.0f/height;
}
void PixelShaderManager::SetZTextureBias()
{
constants.zbias[1][3] = bpmem.ztex1.bias/16777215.0f;
dirty = true;
}
void PixelShaderManager::SetViewportChanged()
{
s_bViewPortChanged = true;
s_bFogRangeAdjustChanged = true; // TODO: Shouldn't be necessary with an accurate fog range adjust implementation
}
void PixelShaderManager::SetIndTexScaleChanged(bool high)
{
constants.indtexscale[high][0] = bpmem.texscale[high].getScaleS(0);
constants.indtexscale[high][1] = bpmem.texscale[high].getScaleT(0);
constants.indtexscale[high][2] = bpmem.texscale[high].getScaleS(1);
constants.indtexscale[high][3] = bpmem.texscale[high].getScaleT(1);
dirty = true;
}
void PixelShaderManager::SetIndMatrixChanged(int matrixidx)
{
int scale = ((u32)bpmem.indmtx[matrixidx].col0.s0 << 0) |
((u32)bpmem.indmtx[matrixidx].col1.s1 << 2) |
((u32)bpmem.indmtx[matrixidx].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
constants.indtexmtx[2*matrixidx][0] = bpmem.indmtx[matrixidx].col0.ma * fscale;
constants.indtexmtx[2*matrixidx][1] = bpmem.indmtx[matrixidx].col1.mc * fscale;
constants.indtexmtx[2*matrixidx][2] = bpmem.indmtx[matrixidx].col2.me * fscale;
constants.indtexmtx[2*matrixidx][3] = fscale * 4.0f;
constants.indtexmtx[2*matrixidx+1][0] = bpmem.indmtx[matrixidx].col0.mb * fscale;
constants.indtexmtx[2*matrixidx+1][1] = bpmem.indmtx[matrixidx].col1.md * fscale;
constants.indtexmtx[2*matrixidx+1][2] = bpmem.indmtx[matrixidx].col2.mf * fscale;
constants.indtexmtx[2*matrixidx+1][3] = fscale * 4.0f;
dirty = true;
PRIM_LOG("indmtx%d: scale=%f, mat=(%f %f %f; %f %f %f)\n",
matrixidx, 1024.0f*fscale,
bpmem.indmtx[matrixidx].col0.ma * fscale, bpmem.indmtx[matrixidx].col1.mc * fscale, bpmem.indmtx[matrixidx].col2.me * fscale,
bpmem.indmtx[matrixidx].col0.mb * fscale, bpmem.indmtx[matrixidx].col1.md * fscale, bpmem.indmtx[matrixidx].col2.mf * fscale);
}
void PixelShaderManager::SetZTextureTypeChanged()
{
switch (bpmem.ztex2.type)
{
case TEV_ZTEX_TYPE_U8:
constants.zbias[0][0] = 0;
constants.zbias[0][1] = 0;
constants.zbias[0][2] = 0;
constants.zbias[0][3] = 255.0f/16777215.0f;
break;
case TEV_ZTEX_TYPE_U16:
constants.zbias[0][0] = 255.0f/16777215.0f;
constants.zbias[0][1] = 0;
constants.zbias[0][2] = 0;
constants.zbias[0][3] = 65280.0f/16777215.0f;
break;
case TEV_ZTEX_TYPE_U24:
constants.zbias[0][0] = 16711680.0f/16777215.0f;
constants.zbias[0][1] = 65280.0f/16777215.0f;
constants.zbias[0][2] = 255.0f/16777215.0f;
constants.zbias[0][3] = 0;
break;
default:
break;
}
dirty = true;
}
void PixelShaderManager::SetTexCoordChanged(u8 texmapid)
{
TCoordInfo& tc = bpmem.texcoords[texmapid];
constants.texdims[texmapid][2] = (float)(tc.s.scale_minus_1 + 1);
constants.texdims[texmapid][3] = (float)(tc.t.scale_minus_1 + 1);
dirty = true;
}
void PixelShaderManager::SetFogColorChanged()
{
constants.fog[0][0] = bpmem.fog.color.r / 255.0f;
constants.fog[0][1] = bpmem.fog.color.g / 255.0f;
constants.fog[0][2] = bpmem.fog.color.b / 255.0f;
dirty = true;
}
void PixelShaderManager::SetFogParamChanged()
{
if(!g_ActiveConfig.bDisableFog)
{
constants.fog[1][0] = bpmem.fog.a.GetA();
constants.fog[1][1] = (float)bpmem.fog.b_magnitude / 0xFFFFFF;
constants.fog[1][2] = bpmem.fog.c_proj_fsel.GetC();
constants.fog[1][3] = (float)(1 << bpmem.fog.b_shift);
}
else
{
constants.fog[1][0] = 0;
constants.fog[1][1] = 1;
constants.fog[1][2] = 0;
constants.fog[1][3] = 1;
}
dirty = true;
}
void PixelShaderManager::SetFogRangeAdjustChanged()
{
s_bFogRangeAdjustChanged = true;
}
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::SetMaterialColorChanged(int index, u32 color)
{
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
constants.pmaterials[index][0] = ((color >> 24) & 0xFF) / 255.0f;
constants.pmaterials[index][1] = ((color >> 16) & 0xFF) / 255.0f;
constants.pmaterials[index][2] = ((color >> 8) & 0xFF) / 255.0f;
constants.pmaterials[index][3] = ( color & 0xFF) / 255.0f;
dirty = true;
}
}
void PixelShaderManager::DoState(PointerWrap &p)
{
p.Do(constants);
p.Do(dirty);
if (p.GetMode() == PointerWrap::MODE_READ)
{
Dirty();
}
}