mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-26 23:10:38 +00:00
Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680
.
This commit is contained in:
parent
7de3edb46c
commit
36fd2711d6
@ -510,6 +510,7 @@ static ConfigSetting graphicsSettings[] = {
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ReportedConfigSetting("RenderingMode", &g_Config.iRenderingMode, &DefaultRenderingMode, true, true),
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ConfigSetting("SoftwareRenderer", &g_Config.bSoftwareRendering, false, true, true),
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ReportedConfigSetting("HardwareTransform", &g_Config.bHardwareTransform, true, true, true),
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ReportedConfigSetting("SoftwareSkinning", &g_Config.bSoftwareSkinning, true, true, true),
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ReportedConfigSetting("TextureFiltering", &g_Config.iTexFiltering, 1, true, true),
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ReportedConfigSetting("BufferFiltering", &g_Config.iBufFilter, 1, true, true),
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ReportedConfigSetting("InternalResolution", &g_Config.iInternalResolution, &DefaultInternalResolution, true, true),
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@ -155,6 +155,7 @@ public:
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int iGPUBackend;
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bool bSoftwareRendering;
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bool bHardwareTransform; // only used in the GLES backend
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bool bSoftwareSkinning; // may speed up some games
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int iRenderingMode; // 0 = non-buffered rendering 1 = buffered rendering
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int iTexFiltering; // 1 = off , 2 = nearest , 3 = linear , 4 = linear(CG)
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@ -379,9 +379,13 @@ bool DrawEngineCommon::GetCurrentSimpleVertices(int count, std::vector<GPUDebugV
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// The implementation is initially a bit inefficient but shouldn't be a big deal.
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// An intermediate buffer of not-easy-to-predict size is stored at bufPtr.
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u32 DrawEngineCommon::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType) {
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// First, decode the vertices into a GPU compatible format.
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// First, decode the vertices into a GPU compatible format. This step can be eliminated but will need a separate
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// implementation of the vertex decoder.
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dec->DecodeVerts(bufPtr, inPtr, lowerBound, upperBound);
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// OK, morphing eliminated but bones still remain to be taken care of.
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// Let's do a partial software transform where we only do skinning.
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VertexReader reader(bufPtr, dec->GetDecVtxFmt(), vertType);
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SimpleVertex *sverts = (SimpleVertex *)outPtr;
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@ -393,7 +397,56 @@ u32 DrawEngineCommon::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr,
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(u8)gstate.getMaterialAmbientA(),
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};
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{
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// Let's have two separate loops, one for non skinning and one for skinning.
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if (!g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) {
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int numBoneWeights = vertTypeGetNumBoneWeights(vertType);
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for (int i = lowerBound; i <= upperBound; i++) {
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reader.Goto(i - lowerBound);
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SimpleVertex &sv = sverts[i];
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if (vertType & GE_VTYPE_TC_MASK) {
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reader.ReadUV(sv.uv);
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}
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if (vertType & GE_VTYPE_COL_MASK) {
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reader.ReadColor0_8888(sv.color);
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} else {
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memcpy(sv.color, defaultColor, 4);
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}
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float nrm[3], pos[3];
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float bnrm[3], bpos[3];
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if (vertType & GE_VTYPE_NRM_MASK) {
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// Normals are generated during tessellation anyway, not sure if any need to supply
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reader.ReadNrm(nrm);
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} else {
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nrm[0] = 0;
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nrm[1] = 0;
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nrm[2] = 1.0f;
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}
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reader.ReadPos(pos);
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// Apply skinning transform directly
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float weights[8];
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reader.ReadWeights(weights);
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// Skinning
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Vec3Packedf psum(0, 0, 0);
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Vec3Packedf nsum(0, 0, 0);
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for (int w = 0; w < numBoneWeights; w++) {
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if (weights[w] != 0.0f) {
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Vec3ByMatrix43(bpos, pos, gstate.boneMatrix + w * 12);
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Vec3Packedf tpos(bpos);
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psum += tpos * weights[w];
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Norm3ByMatrix43(bnrm, nrm, gstate.boneMatrix + w * 12);
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Vec3Packedf tnorm(bnrm);
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nsum += tnorm * weights[w];
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}
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}
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sv.pos = psum;
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sv.nrm = nsum;
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}
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} else {
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for (int i = lowerBound; i <= upperBound; i++) {
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reader.Goto(i - lowerBound);
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SimpleVertex &sv = sverts[i];
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@ -655,7 +708,7 @@ void DrawEngineCommon::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim,
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numDrawCalls++;
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vertexCountInDrawCalls_ += vertexCount;
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if (vertTypeID & GE_VTYPE_WEIGHT_MASK) {
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if (g_Config.bSoftwareSkinning && (vertTypeID & GE_VTYPE_WEIGHT_MASK)) {
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DecodeVertsStep(decoded, decodeCounter_, decodedVerts_);
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decodeCounter_++;
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}
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@ -76,8 +76,14 @@ enum : uint64_t {
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DIRTY_WORLDMATRIX = 1ULL << 21,
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DIRTY_VIEWMATRIX = 1ULL << 22,
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DIRTY_TEXMATRIX = 1ULL << 23,
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// 8 free bits here where bones used to be!
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DIRTY_BONEMATRIX0 = 1ULL << 24, // NOTE: These must be under 32
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DIRTY_BONEMATRIX1 = 1ULL << 25,
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DIRTY_BONEMATRIX2 = 1ULL << 26,
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DIRTY_BONEMATRIX3 = 1ULL << 27,
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DIRTY_BONEMATRIX4 = 1ULL << 28,
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DIRTY_BONEMATRIX5 = 1ULL << 29,
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DIRTY_BONEMATRIX6 = 1ULL << 30,
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DIRTY_BONEMATRIX7 = 1ULL << 31,
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// These are for hardware tessellation
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DIRTY_BEZIERSPLINE = 1ULL << 32,
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@ -85,6 +91,8 @@ enum : uint64_t {
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// space for 7 more uniforms.
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DIRTY_BONE_UNIFORMS = 0xFF000000ULL,
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DIRTY_ALL_UNIFORMS = 0x3FFFFFFFFULL,
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DIRTY_ALL_LIGHTS = DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3,
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@ -33,6 +33,7 @@ std::string VertexShaderDesc(const ShaderID &id) {
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int ls1 = id.Bits(VS_BIT_LS1, 2);
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if (uvgMode) desc << uvgModes[uvgMode];
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if (id.Bit(VS_BIT_ENABLE_BONES)) desc << "Bones:" << (id.Bits(VS_BIT_BONES, 3) + 1) << " ";
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// Lights
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if (id.Bit(VS_BIT_LIGHTING_ENABLE)) {
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desc << "Light: ";
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@ -102,6 +103,16 @@ void ComputeVertexShaderID(ShaderID *id_out, u32 vertType, bool useHWTransform)
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id.SetBits(VS_BIT_LS1, 2, gstate.getUVLS1());
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}
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// Bones.
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bool enableBones = vertTypeIsSkinningEnabled(vertType);
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id.SetBit(VS_BIT_ENABLE_BONES, enableBones);
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if (enableBones) {
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id.SetBits(VS_BIT_BONES, 3, TranslateNumBones(vertTypeGetNumBoneWeights(vertType)) - 1);
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// 2 bits. We should probably send in the weight scalefactor as a uniform instead,
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// or simply preconvert all weights to floats.
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id.SetBits(VS_BIT_WEIGHT_FMTSCALE, 2, (vertType & GE_VTYPE_WEIGHT_MASK) >> GE_VTYPE_WEIGHT_SHIFT);
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}
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// Okay, d[1] coming up. ==============
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if (gstate.isLightingEnabled() || doShadeMapping) {
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// doShadeMapping is stored as UVGenMode, so this is enough for isLightingEnabled.
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@ -7,6 +7,7 @@
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// TODO: There will be additional bits, indicating that groups of these will be
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// sent to the shader and processed there. This will cut down the number of shaders ("ubershader approach")
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// This is probably only really worth doing for lighting and bones.
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enum {
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VS_BIT_LMODE = 0,
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VS_BIT_IS_THROUGH = 1,
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@ -28,7 +29,10 @@ enum {
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VS_BIT_UVPROJ_MODE = 18, // 2, can overlap with LS0
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VS_BIT_LS0 = 18, // 2
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VS_BIT_LS1 = 20, // 2
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// 22 - 31 are free.
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VS_BIT_BONES = 22, // 3 should be enough, not 8
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// 25 - 29 are free.
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VS_BIT_ENABLE_BONES = 30,
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// 31 is free.
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VS_BIT_LIGHT0_COMP = 32, // 2 bits
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VS_BIT_LIGHT0_TYPE = 34, // 2 bits
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VS_BIT_LIGHT1_COMP = 36, // 2 bits
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@ -246,3 +246,11 @@ void LightUpdateUniforms(UB_VS_Lights *ub, uint64_t dirtyUniforms) {
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}
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}
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}
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void BoneUpdateUniforms(UB_VS_Bones *ub, uint64_t dirtyUniforms) {
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for (int i = 0; i < 8; i++) {
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if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
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ConvertMatrix4x3To3x4Transposed(ub->bones[i], gstate.boneMatrix + 12 * i);
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}
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}
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}
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@ -159,5 +159,22 @@ R"( float4 u_ambient;
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float3 u_lightspecular3;
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)";
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// With some cleverness, we could get away with uploading just half this when only the four or five first
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// bones are being used. This is 512b, 256b would be great.
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struct UB_VS_Bones {
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float bones[8][12];
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};
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static const char *ub_vs_bonesStr =
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R"( mat3x4 m[8];
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)";
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// HLSL code is shared so these names are changed to match those in DX9.
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static const char *cb_vs_bonesStr =
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R"( float4x3 u_bone[8];
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)";
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void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipViewport);
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void LightUpdateUniforms(UB_VS_Lights *ub, uint64_t dirtyUniforms);
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void BoneUpdateUniforms(UB_VS_Bones *ub, uint64_t dirtyUniforms);
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@ -144,6 +144,8 @@ void SoftwareTransform(
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vscale /= gstate_c.curTextureHeight;
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}
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bool skinningEnabled = vertTypeIsSkinningEnabled(vertType);
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const int w = gstate.getTextureWidth(0);
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const int h = gstate.getTextureHeight(0);
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float widthFactor = (float) w / (float) gstate_c.curTextureWidth;
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@ -211,14 +213,48 @@ void SoftwareTransform(
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Vec3f worldnormal(0, 0, 1);
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reader.ReadPos(pos);
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Vec3ByMatrix43(out, pos, gstate.worldMatrix);
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if (reader.hasNormal()) {
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reader.ReadNrm(normal.AsArray());
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if (gstate.areNormalsReversed()) {
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normal = -normal;
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if (!skinningEnabled) {
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Vec3ByMatrix43(out, pos, gstate.worldMatrix);
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if (reader.hasNormal()) {
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reader.ReadNrm(normal.AsArray());
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if (gstate.areNormalsReversed()) {
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normal = -normal;
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}
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Norm3ByMatrix43(worldnormal.AsArray(), normal.AsArray(), gstate.worldMatrix);
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worldnormal = worldnormal.Normalized();
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}
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} else {
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float weights[8];
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reader.ReadWeights(weights);
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if (reader.hasNormal())
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reader.ReadNrm(normal.AsArray());
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// Skinning
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Vec3f psum(0, 0, 0);
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Vec3f nsum(0, 0, 0);
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for (int i = 0; i < vertTypeGetNumBoneWeights(vertType); i++) {
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if (weights[i] != 0.0f) {
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Vec3ByMatrix43(out, pos, gstate.boneMatrix+i*12);
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Vec3f tpos(out);
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psum += tpos * weights[i];
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if (reader.hasNormal()) {
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Vec3f norm;
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Norm3ByMatrix43(norm.AsArray(), normal.AsArray(), gstate.boneMatrix+i*12);
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nsum += norm * weights[i];
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}
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}
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}
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// Yes, we really must multiply by the world matrix too.
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Vec3ByMatrix43(out, psum.AsArray(), gstate.worldMatrix);
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if (reader.hasNormal()) {
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normal = nsum;
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if (gstate.areNormalsReversed()) {
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normal = -normal;
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}
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Norm3ByMatrix43(worldnormal.AsArray(), normal.AsArray(), gstate.worldMatrix);
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worldnormal = worldnormal.Normalized();
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}
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Norm3ByMatrix43(worldnormal.AsArray(), normal.AsArray(), gstate.worldMatrix);
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worldnormal = worldnormal.Normalized();
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}
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// Perform lighting here if enabled. don't need to check through, it's checked above.
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@ -229,7 +229,7 @@ JittedVertexDecoder VertexDecoderJitCache::Compile(const VertexDecoder &dec, int
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// Add code to convert matrices to 4x4.
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// Later we might want to do this when the matrices are loaded instead.
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int boneCount = 0;
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if (NEONSkinning && dec.weighttype) {
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if (NEONSkinning && dec.weighttype && g_Config.bSoftwareSkinning && dec.morphcount == 1) {
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// Copying from R3 to R4
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MOVP2R(R3, gstate.boneMatrix);
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MOVP2R(R4, bones);
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@ -193,7 +193,7 @@ JittedVertexDecoder VertexDecoderJitCache::Compile(const VertexDecoder &dec, int
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// Add code to convert matrices to 4x4.
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// Later we might want to do this when the matrices are loaded instead.
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int boneCount = 0;
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if (dec.weighttype) {
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if (dec.weighttype && g_Config.bSoftwareSkinning && dec.morphcount == 1) {
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// Copying from R3 to R4
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MOVP2R(X3, gstate.boneMatrix);
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MOVP2R(X4, bones);
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@ -202,7 +202,7 @@ JittedVertexDecoder VertexDecoderJitCache::Compile(const VertexDecoder &dec, int
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// Add code to convert matrices to 4x4.
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// Later we might want to do this when the matrices are loaded instead.
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int boneCount = 0;
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if (dec.weighttype) {
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if (dec.weighttype && g_Config.bSoftwareSkinning && dec.morphcount == 1) {
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MOV(PTRBITS, R(tempReg1), ImmPtr(&threeMasks));
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MOVAPS(XMM4, MatR(tempReg1));
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MOV(PTRBITS, R(tempReg1), ImmPtr(&aOne));
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@ -344,7 +344,7 @@ void DrawEngineD3D11::DoFlush() {
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// Cannot cache vertex data with morph enabled.
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bool useCache = g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK);
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// Also avoid caching when software skinning.
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if (lastVType_ & GE_VTYPE_WEIGHT_MASK)
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if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
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useCache = false;
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if (useCache) {
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@ -103,6 +103,7 @@ GPU_D3D11::GPU_D3D11(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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// No need to flush before the tex scale/offset commands if we are baking
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// the tex scale/offset into the vertices anyway.
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UpdateCmdInfo();
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CheckGPUFeatures();
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BuildReportingInfo();
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@ -214,6 +215,7 @@ void GPU_D3D11::InitClear() {
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void GPU_D3D11::BeginHostFrame() {
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GPUCommon::BeginHostFrame();
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UpdateCmdInfo();
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if (resized_) {
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CheckGPUFeatures();
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framebufferManager_->Resized();
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@ -93,19 +93,24 @@ ShaderManagerD3D11::ShaderManagerD3D11(ID3D11Device *device, ID3D11DeviceContext
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codeBuffer_ = new char[16384];
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memset(&ub_base, 0, sizeof(ub_base));
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memset(&ub_lights, 0, sizeof(ub_lights));
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memset(&ub_bones, 0, sizeof(ub_bones));
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INFO_LOG(G3D, "sizeof(ub_base): %d", (int)sizeof(ub_base));
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INFO_LOG(G3D, "sizeof(ub_lights): %d", (int)sizeof(ub_lights));
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INFO_LOG(G3D, "sizeof(ub_bones): %d", (int)sizeof(ub_bones));
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D3D11_BUFFER_DESC desc{sizeof(ub_base), D3D11_USAGE_DYNAMIC, D3D11_BIND_CONSTANT_BUFFER, D3D11_CPU_ACCESS_WRITE };
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ASSERT_SUCCESS(device_->CreateBuffer(&desc, nullptr, &push_base));
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desc.ByteWidth = sizeof(ub_lights);
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ASSERT_SUCCESS(device_->CreateBuffer(&desc, nullptr, &push_lights));
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desc.ByteWidth = sizeof(ub_bones);
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ASSERT_SUCCESS(device_->CreateBuffer(&desc, nullptr, &push_bones));
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}
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ShaderManagerD3D11::~ShaderManagerD3D11() {
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push_base->Release();
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push_lights->Release();
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push_bones->Release();
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ClearShaders();
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delete[] codeBuffer_;
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}
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@ -154,15 +159,21 @@ uint64_t ShaderManagerD3D11::UpdateUniforms() {
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memcpy(map.pData, &ub_lights, sizeof(ub_lights));
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context_->Unmap(push_lights, 0);
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}
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if (dirty & DIRTY_BONE_UNIFORMS) {
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BoneUpdateUniforms(&ub_bones, dirty);
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context_->Map(push_bones, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, &ub_bones, sizeof(ub_bones));
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context_->Unmap(push_bones, 0);
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}
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}
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gstate_c.CleanUniforms();
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return dirty;
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}
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void ShaderManagerD3D11::BindUniforms() {
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ID3D11Buffer *vs_cbs[2] = { push_base, push_lights };
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ID3D11Buffer *vs_cbs[3] = { push_base, push_lights, push_bones };
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ID3D11Buffer *ps_cbs[1] = { push_base };
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context_->VSSetConstantBuffers(0, 2, vs_cbs);
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context_->VSSetConstantBuffers(0, 3, vs_cbs);
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context_->PSSetConstantBuffers(0, 1, ps_cbs);
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}
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@ -121,10 +121,12 @@ private:
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// Uniform block scratchpad. These (the relevant ones) are copied to the current pushbuffer at draw time.
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UB_VS_FS_Base ub_base;
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UB_VS_Lights ub_lights;
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UB_VS_Bones ub_bones;
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// Not actual pushbuffers, requires D3D11.1, let's try to live without that first.
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ID3D11Buffer *push_base;
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ID3D11Buffer *push_lights;
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ID3D11Buffer *push_bones;
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D3D11FragmentShader *lastFShader_;
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D3D11VertexShader *lastVShader_;
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@ -325,7 +325,7 @@ void DrawEngineDX9::DoFlush() {
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// Cannot cache vertex data with morph enabled.
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bool useCache = g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK);
|
||||
// Also avoid caching when software skinning.
|
||||
if (lastVType_ & GE_VTYPE_WEIGHT_MASK)
|
||||
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
|
||||
useCache = false;
|
||||
|
||||
if (useCache) {
|
||||
|
@ -83,6 +83,9 @@ GPU_DX9::GPU_DX9(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
|
||||
ERROR_LOG(G3D, "gstate has drifted out of sync!");
|
||||
}
|
||||
|
||||
// No need to flush before the tex scale/offset commands if we are baking
|
||||
// the tex scale/offset into the vertices anyway.
|
||||
UpdateCmdInfo();
|
||||
CheckGPUFeatures();
|
||||
|
||||
BuildReportingInfo();
|
||||
@ -188,6 +191,7 @@ void GPU_DX9::InitClear() {
|
||||
|
||||
void GPU_DX9::BeginHostFrame() {
|
||||
GPUCommon::BeginHostFrame();
|
||||
UpdateCmdInfo();
|
||||
if (resized_) {
|
||||
CheckGPUFeatures();
|
||||
framebufferManager_->Resized();
|
||||
|
@ -313,7 +313,7 @@ void ShaderManagerDX9::PSUpdateUniforms(u64 dirtyUniforms) {
|
||||
}
|
||||
|
||||
const uint64_t vsUniforms = DIRTY_PROJMATRIX | DIRTY_PROJTHROUGHMATRIX | DIRTY_WORLDMATRIX | DIRTY_VIEWMATRIX | DIRTY_TEXMATRIX |
|
||||
DIRTY_FOGCOEF | DIRTY_UVSCALEOFFSET | DIRTY_DEPTHRANGE |
|
||||
DIRTY_FOGCOEF | DIRTY_BONE_UNIFORMS | DIRTY_UVSCALEOFFSET | DIRTY_DEPTHRANGE |
|
||||
DIRTY_AMBIENT | DIRTY_MATAMBIENTALPHA | DIRTY_MATSPECULAR | DIRTY_MATDIFFUSE | DIRTY_MATEMISSIVE | DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3;
|
||||
|
||||
void ShaderManagerDX9::VSUpdateUniforms(u64 dirtyUniforms) {
|
||||
@ -382,6 +382,38 @@ void ShaderManagerDX9::VSUpdateUniforms(u64 dirtyUniforms) {
|
||||
#endif
|
||||
VSSetFloatArray(CONST_VS_FOGCOEF, fogcoef, 2);
|
||||
}
|
||||
// TODO: Could even set all bones in one go if they're all dirty.
|
||||
#ifdef USE_BONE_ARRAY
|
||||
if (u_bone != 0) {
|
||||
float allBones[8 * 16];
|
||||
|
||||
bool allDirty = true;
|
||||
for (int i = 0; i < numBones; i++) {
|
||||
if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
|
||||
ConvertMatrix4x3To4x4(allBones + 16 * i, gstate.boneMatrix + 12 * i);
|
||||
} else {
|
||||
allDirty = false;
|
||||
}
|
||||
}
|
||||
if (allDirty) {
|
||||
// Set them all with one call
|
||||
//glUniformMatrix4fv(u_bone, numBones, GL_FALSE, allBones);
|
||||
} else {
|
||||
// Set them one by one. Could try to coalesce two in a row etc but too lazy.
|
||||
for (int i = 0; i < numBones; i++) {
|
||||
if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
|
||||
//glUniformMatrix4fv(u_bone + i, 1, GL_FALSE, allBones + 16 * i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#else
|
||||
for (int i = 0; i < 8; i++) {
|
||||
if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
|
||||
VSSetMatrix4x3_3(CONST_VS_BONE0 + 3 * i, gstate.boneMatrix + 12 * i);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Texturing
|
||||
if (dirtyUniforms & DIRTY_UVSCALEOFFSET) {
|
||||
|
@ -37,6 +37,18 @@
|
||||
|
||||
namespace DX9 {
|
||||
|
||||
static const char * const boneWeightAttrDecl[9] = {
|
||||
"#ERROR#",
|
||||
"float a_w1:TEXCOORD1;\n",
|
||||
"float2 a_w1:TEXCOORD1;\n",
|
||||
"float3 a_w1:TEXCOORD1;\n",
|
||||
"float4 a_w1:TEXCOORD1;\n",
|
||||
"float4 a_w1:TEXCOORD1;\n float a_w2:TEXCOORD2;\n",
|
||||
"float4 a_w1:TEXCOORD1;\n float2 a_w2:TEXCOORD2;\n",
|
||||
"float4 a_w1:TEXCOORD1;\n float3 a_w2:TEXCOORD2;\n",
|
||||
"float4 a_w1:TEXCOORD1;\n float4 a_w2:TEXCOORD2;\n",
|
||||
};
|
||||
|
||||
enum DoLightComputation {
|
||||
LIGHT_OFF,
|
||||
LIGHT_SHADE,
|
||||
@ -68,6 +80,7 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
bool flipNormal = id.Bit(VS_BIT_NORM_REVERSE);
|
||||
int ls0 = id.Bits(VS_BIT_LS0, 2);
|
||||
int ls1 = id.Bits(VS_BIT_LS1, 2);
|
||||
bool enableBones = id.Bit(VS_BIT_ENABLE_BONES);
|
||||
bool enableLighting = id.Bit(VS_BIT_LIGHTING_ENABLE);
|
||||
int matUpdate = id.Bits(VS_BIT_MATERIAL_UPDATE, 3);
|
||||
|
||||
@ -91,6 +104,9 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
|
||||
int numBoneWeights = 0;
|
||||
int boneWeightScale = id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2);
|
||||
if (enableBones) {
|
||||
numBoneWeights = 1 + id.Bits(VS_BIT_BONES, 3);
|
||||
}
|
||||
|
||||
if (lang == HLSL_DX9) {
|
||||
WRITE(p, "#pragma warning( disable : 3571 )\n");
|
||||
@ -113,6 +129,15 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
WRITE(p, "float4x3 u_view : register(c%i);\n", CONST_VS_VIEW);
|
||||
if (doTextureTransform)
|
||||
WRITE(p, "float4x3 u_tex : register(c%i);\n", CONST_VS_TEXMTX);
|
||||
if (enableBones) {
|
||||
#ifdef USE_BONE_ARRAY
|
||||
WRITE(p, "float4x3 u_bone[%i] : register(c%i);\n", numBones, CONST_VS_BONE0);
|
||||
#else
|
||||
for (int i = 0; i < numBoneWeights; i++) {
|
||||
WRITE(p, "float4x3 u_bone%i : register(c%i);\n", i, CONST_VS_BONE0 + i * 3);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
if (doTexture) {
|
||||
WRITE(p, "float4 u_uvscaleoffset : register(c%i);\n", CONST_VS_UVSCALEOFFSET);
|
||||
}
|
||||
@ -156,6 +181,7 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
} else {
|
||||
WRITE(p, "cbuffer base : register(b0) {\n%s};\n", cb_baseStr);
|
||||
WRITE(p, "cbuffer lights: register(b1) {\n%s};\n", cb_vs_lightsStr);
|
||||
WRITE(p, "cbuffer bones : register(b2) {\n%s};\n", cb_vs_bonesStr);
|
||||
}
|
||||
|
||||
// And the "varyings".
|
||||
@ -165,6 +191,9 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
if ((doSpline || doBezier) && lang == HLSL_D3D11) {
|
||||
WRITE(p, " uint instanceId : SV_InstanceID;\n");
|
||||
}
|
||||
if (enableBones) {
|
||||
WRITE(p, " %s", boneWeightAttrDecl[numBoneWeights]);
|
||||
}
|
||||
if (doTexture && hasTexcoord) {
|
||||
WRITE(p, " float2 texcoord : TEXCOORD0;\n");
|
||||
}
|
||||
@ -358,7 +387,7 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
}
|
||||
} else {
|
||||
// Step 1: World Transform / Skinning
|
||||
if (true) {
|
||||
if (!enableBones) {
|
||||
// Hardware tessellation
|
||||
if (doSpline || doBezier) {
|
||||
WRITE(p, " uint num_patches_u = %s;\n", doBezier ? "(u_spline_count_u - 1) / 3u" : "u_spline_count_u - 3");
|
||||
@ -467,6 +496,74 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
else
|
||||
WRITE(p, " float3 worldnormal = float3(0.0, 0.0, 1.0);\n");
|
||||
}
|
||||
} else {
|
||||
static const char * const boneWeightAttr[8] = {
|
||||
"a_w1.x", "a_w1.y", "a_w1.z", "a_w1.w",
|
||||
"a_w2.x", "a_w2.y", "a_w2.z", "a_w2.w",
|
||||
};
|
||||
|
||||
#if defined(USE_FOR_LOOP) && defined(USE_BONE_ARRAY)
|
||||
|
||||
// To loop through the weights, we unfortunately need to put them in a float array.
|
||||
// GLSL ES sucks - no way to directly initialize an array!
|
||||
switch (numBoneWeights) {
|
||||
case 1: WRITE(p, " float w[1]; w[0] = a_w1;\n"); break;
|
||||
case 2: WRITE(p, " float w[2]; w[0] = a_w1.x; w[1] = a_w1.y;\n"); break;
|
||||
case 3: WRITE(p, " float w[3]; w[0] = a_w1.x; w[1] = a_w1.y; w[2] = a_w1.z;\n"); break;
|
||||
case 4: WRITE(p, " float w[4]; w[0] = a_w1.x; w[1] = a_w1.y; w[2] = a_w1.z; w[3] = a_w1.w;\n"); break;
|
||||
case 5: WRITE(p, " float w[5]; w[0] = a_w1.x; w[1] = a_w1.y; w[2] = a_w1.z; w[3] = a_w1.w; w[4] = a_w2;\n"); break;
|
||||
case 6: WRITE(p, " float w[6]; w[0] = a_w1.x; w[1] = a_w1.y; w[2] = a_w1.z; w[3] = a_w1.w; w[4] = a_w2.x; w[5] = a_w2.y;\n"); break;
|
||||
case 7: WRITE(p, " float w[7]; w[0] = a_w1.x; w[1] = a_w1.y; w[2] = a_w1.z; w[3] = a_w1.w; w[4] = a_w2.x; w[5] = a_w2.y; w[6] = a_w2.z;\n"); break;
|
||||
case 8: WRITE(p, " float w[8]; w[0] = a_w1.x; w[1] = a_w1.y; w[2] = a_w1.z; w[3] = a_w1.w; w[4] = a_w2.x; w[5] = a_w2.y; w[6] = a_w2.z; w[7] = a_w2.w;\n"); break;
|
||||
}
|
||||
|
||||
WRITE(p, " mat4 skinMatrix = w[0] * u_bone[0];\n");
|
||||
if (numBoneWeights > 1) {
|
||||
WRITE(p, " for (int i = 1; i < %i; i++) {\n", numBoneWeights);
|
||||
WRITE(p, " skinMatrix += w[i] * u_bone[i];\n");
|
||||
WRITE(p, " }\n");
|
||||
}
|
||||
|
||||
#else
|
||||
if (lang == HLSL_D3D11 || lang == HLSL_D3D11_LEVEL9) {
|
||||
if (numBoneWeights == 1)
|
||||
WRITE(p, " float4x3 skinMatrix = mul(In.a_w1, u_bone[0])");
|
||||
else
|
||||
WRITE(p, " float4x3 skinMatrix = mul(In.a_w1.x, u_bone[0])");
|
||||
for (int i = 1; i < numBoneWeights; i++) {
|
||||
const char *weightAttr = boneWeightAttr[i];
|
||||
// workaround for "cant do .x of scalar" issue
|
||||
if (numBoneWeights == 1 && i == 0) weightAttr = "a_w1";
|
||||
if (numBoneWeights == 5 && i == 4) weightAttr = "a_w2";
|
||||
WRITE(p, " + mul(In.%s, u_bone[%i])", weightAttr, i);
|
||||
}
|
||||
} else {
|
||||
if (numBoneWeights == 1)
|
||||
WRITE(p, " float4x3 skinMatrix = mul(In.a_w1, u_bone0)");
|
||||
else
|
||||
WRITE(p, " float4x3 skinMatrix = mul(In.a_w1.x, u_bone0)");
|
||||
for (int i = 1; i < numBoneWeights; i++) {
|
||||
const char *weightAttr = boneWeightAttr[i];
|
||||
// workaround for "cant do .x of scalar" issue
|
||||
if (numBoneWeights == 1 && i == 0) weightAttr = "a_w1";
|
||||
if (numBoneWeights == 5 && i == 4) weightAttr = "a_w2";
|
||||
WRITE(p, " + mul(In.%s, u_bone%i)", weightAttr, i);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
WRITE(p, ";\n");
|
||||
|
||||
// Trying to simplify this results in bugs in LBP...
|
||||
WRITE(p, " float3 skinnedpos = mul(float4(In.position.xyz, 1.0), skinMatrix);\n");
|
||||
WRITE(p, " float3 worldpos = mul(float4(skinnedpos, 1.0), u_world);\n");
|
||||
|
||||
if (hasNormal) {
|
||||
WRITE(p, " float3 skinnednormal = mul(float4(%sIn.normal, 0.0), skinMatrix);\n", flipNormal ? "-" : "");
|
||||
} else {
|
||||
WRITE(p, " float3 skinnednormal = mul(float4(0.0, 0.0, %s1.0, 0.0), skinMatrix);\n", flipNormal ? "-" : "");
|
||||
}
|
||||
WRITE(p, " float3 worldnormal = normalize(mul(float4(skinnednormal, 0.0), u_world));\n");
|
||||
}
|
||||
|
||||
WRITE(p, " float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);\n");
|
||||
|
@ -44,6 +44,15 @@ namespace DX9 {
|
||||
CONST_VS_LIGHTSPECULAR = 44,
|
||||
CONST_VS_LIGHTAMBIENT = 48,
|
||||
CONST_VS_DEPTHRANGE = 52,
|
||||
CONST_VS_BONE0 = 53,
|
||||
CONST_VS_BONE1 = 56,
|
||||
CONST_VS_BONE2 = 59,
|
||||
CONST_VS_BONE3 = 62,
|
||||
CONST_VS_BONE4 = 65,
|
||||
CONST_VS_BONE5 = 68,
|
||||
CONST_VS_BONE6 = 71,
|
||||
CONST_VS_BONE7 = 74,
|
||||
CONST_VS_BONE8 = 77,
|
||||
};
|
||||
|
||||
};
|
||||
|
@ -325,7 +325,7 @@ void DrawEngineGLES::DoFlush() {
|
||||
// Cannot cache vertex data with morph enabled.
|
||||
bool useCache = g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK);
|
||||
// Also avoid caching when software skinning.
|
||||
if (lastVType_ & GE_VTYPE_WEIGHT_MASK)
|
||||
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
|
||||
useCache = false;
|
||||
|
||||
// TEMPORARY
|
||||
@ -469,7 +469,7 @@ void DrawEngineGLES::DoFlush() {
|
||||
|
||||
vai->lastFrame = gpuStats.numFlips;
|
||||
} else {
|
||||
if (lastVType_ & GE_VTYPE_WEIGHT_MASK) {
|
||||
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK)) {
|
||||
// If software skinning, we've already predecoded into "decoded". So push that content.
|
||||
size_t size = decodedVerts_ * dec_->GetDecVtxFmt().stride;
|
||||
u8 *dest = (u8 *)frameData.pushVertex->Push(size, &vertexBufferOffset, &vertexBuffer);
|
||||
|
@ -89,6 +89,8 @@ GPU_GLES::GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
|
||||
// No need to flush before the tex scale/offset commands if we are baking
|
||||
// the tex scale/offset into the vertices anyway.
|
||||
|
||||
UpdateCmdInfo();
|
||||
|
||||
BuildReportingInfo();
|
||||
// Update again after init to be sure of any silly driver problems.
|
||||
UpdateVsyncInterval(true);
|
||||
@ -344,6 +346,7 @@ void GPU_GLES::DeviceRestore() {
|
||||
draw_ = (Draw::DrawContext *)PSP_CoreParameter().graphicsContext->GetDrawContext();
|
||||
ILOG("GPU_GLES: DeviceRestore");
|
||||
|
||||
UpdateCmdInfo();
|
||||
UpdateVsyncInterval(true);
|
||||
|
||||
textureCacheGL_->DeviceRestore(draw_);
|
||||
@ -363,6 +366,7 @@ void GPU_GLES::InitClear() {
|
||||
|
||||
void GPU_GLES::BeginHostFrame() {
|
||||
GPUCommon::BeginHostFrame();
|
||||
UpdateCmdInfo();
|
||||
if (resized_) {
|
||||
CheckGPUFeatures();
|
||||
framebufferManager_->Resized();
|
||||
|
@ -109,8 +109,21 @@ LinkedShader::LinkedShader(GLRenderManager *render, VShaderID VSID, Shader *vs,
|
||||
queries.push_back({ &u_world, "u_world" });
|
||||
queries.push_back({ &u_texmtx, "u_texmtx" });
|
||||
|
||||
if (VSID.Bit(VS_BIT_ENABLE_BONES))
|
||||
numBones = TranslateNumBones(VSID.Bits(VS_BIT_BONES, 3) + 1);
|
||||
else
|
||||
numBones = 0;
|
||||
queries.push_back({ &u_depthRange, "u_depthRange" });
|
||||
|
||||
#ifdef USE_BONE_ARRAY
|
||||
queries.push_back({ &u_bone, "u_bone" });
|
||||
#else
|
||||
static const char * const boneNames[8] = { "u_bone0", "u_bone1", "u_bone2", "u_bone3", "u_bone4", "u_bone5", "u_bone6", "u_bone7", };
|
||||
for (int i = 0; i < 8; i++) {
|
||||
queries.push_back({ &u_bone[i], boneNames[i] });
|
||||
}
|
||||
#endif
|
||||
|
||||
// Lighting, texturing
|
||||
queries.push_back({ &u_ambient, "u_ambient" });
|
||||
queries.push_back({ &u_matambientalpha, "u_matambientalpha" });
|
||||
@ -465,6 +478,13 @@ void LinkedShader::UpdateUniforms(u32 vertType, const ShaderID &vsid) {
|
||||
float f = (float)gstate.getStencilTestRef() * (1.0f / 255.0f);
|
||||
render_->SetUniformF(&u_stencilReplaceValue, 1, &f);
|
||||
}
|
||||
float bonetemp[16];
|
||||
for (int i = 0; i < numBones; i++) {
|
||||
if (dirty & (DIRTY_BONEMATRIX0 << i)) {
|
||||
ConvertMatrix4x3To4x4(bonetemp, gstate.boneMatrix + 12 * i);
|
||||
render_->SetUniformM4x4(&u_bone[i], bonetemp);
|
||||
}
|
||||
}
|
||||
|
||||
if (dirty & DIRTY_SHADERBLEND) {
|
||||
if (u_blendFixA != -1) {
|
||||
@ -790,7 +810,7 @@ std::string ShaderManagerGLES::DebugGetShaderString(std::string id, DebugShaderT
|
||||
// as sometimes these features might have an effect on the ID bits.
|
||||
|
||||
#define CACHE_HEADER_MAGIC 0x83277592
|
||||
#define CACHE_VERSION 10
|
||||
#define CACHE_VERSION 11
|
||||
struct CacheHeader {
|
||||
uint32_t magic;
|
||||
uint32_t version;
|
||||
|
@ -72,6 +72,13 @@ public:
|
||||
int u_world;
|
||||
int u_depthRange; // x,y = viewport xscale/xcenter. z,w=clipping minz/maxz (?)
|
||||
|
||||
#ifdef USE_BONE_ARRAY
|
||||
int u_bone; // array, size is numBones
|
||||
#else
|
||||
int u_bone[8];
|
||||
#endif
|
||||
int numBones;
|
||||
|
||||
// Shader blending.
|
||||
int u_fbotex;
|
||||
int u_blendFixA;
|
||||
|
@ -38,6 +38,30 @@
|
||||
|
||||
#define WRITE p+=sprintf
|
||||
|
||||
static const char * const boneWeightAttrDecl[9] = {
|
||||
"#ERROR#",
|
||||
"attribute mediump float w1;\n",
|
||||
"attribute mediump vec2 w1;\n",
|
||||
"attribute mediump vec3 w1;\n",
|
||||
"attribute mediump vec4 w1;\n",
|
||||
"attribute mediump vec4 w1;\nattribute mediump float w2;\n",
|
||||
"attribute mediump vec4 w1;\nattribute mediump vec2 w2;\n",
|
||||
"attribute mediump vec4 w1;\nattribute mediump vec3 w2;\n",
|
||||
"attribute mediump vec4 w1, w2;\n",
|
||||
};
|
||||
|
||||
static const char * const boneWeightInDecl[9] = {
|
||||
"#ERROR#",
|
||||
"in mediump float w1;\n",
|
||||
"in mediump vec2 w1;\n",
|
||||
"in mediump vec3 w1;\n",
|
||||
"in mediump vec4 w1;\n",
|
||||
"in mediump vec4 w1;\nin mediump float w2;\n",
|
||||
"in mediump vec4 w1;\nin mediump vec2 w2;\n",
|
||||
"in mediump vec4 w1;\nin mediump vec3 w2;\n",
|
||||
"in mediump vec4 w1, w2;\n",
|
||||
};
|
||||
|
||||
enum DoLightComputation {
|
||||
LIGHT_OFF,
|
||||
LIGHT_SHADE,
|
||||
@ -81,6 +105,7 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask,
|
||||
bool glslES30 = false;
|
||||
const char *varying = "varying";
|
||||
const char *attribute = "attribute";
|
||||
const char * const * boneWeightDecl = boneWeightAttrDecl;
|
||||
const char *texelFetch = NULL;
|
||||
bool highpFog = false;
|
||||
bool highpTexcoord = false;
|
||||
@ -133,6 +158,7 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask,
|
||||
if (glslES30 || gl_extensions.IsCoreContext) {
|
||||
attribute = "in";
|
||||
varying = "out";
|
||||
boneWeightDecl = boneWeightInDecl;
|
||||
}
|
||||
|
||||
bool isModeThrough = id.Bit(VS_BIT_IS_THROUGH);
|
||||
@ -156,6 +182,7 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask,
|
||||
bool flipNormal = id.Bit(VS_BIT_NORM_REVERSE);
|
||||
int ls0 = id.Bits(VS_BIT_LS0, 2);
|
||||
int ls1 = id.Bits(VS_BIT_LS1, 2);
|
||||
bool enableBones = id.Bit(VS_BIT_ENABLE_BONES);
|
||||
bool enableLighting = id.Bit(VS_BIT_LIGHTING_ENABLE);
|
||||
int matUpdate = id.Bits(VS_BIT_MATERIAL_UPDATE, 3);
|
||||
|
||||
@ -181,6 +208,16 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask,
|
||||
}
|
||||
}
|
||||
|
||||
int numBoneWeights = 0;
|
||||
int boneWeightScale = id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2);
|
||||
if (enableBones) {
|
||||
numBoneWeights = 1 + id.Bits(VS_BIT_BONES, 3);
|
||||
WRITE(p, "%s", boneWeightDecl[numBoneWeights]);
|
||||
*attrMask |= 1 << ATTR_W1;
|
||||
if (numBoneWeights >= 5)
|
||||
*attrMask |= 1 << ATTR_W2;
|
||||
}
|
||||
|
||||
if (useHWTransform)
|
||||
WRITE(p, "%s vec3 position;\n", attribute);
|
||||
else
|
||||
@ -231,6 +268,17 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask,
|
||||
WRITE(p, "uniform mediump mat4 u_texmtx;\n");
|
||||
*uniformMask |= DIRTY_TEXMATRIX;
|
||||
}
|
||||
if (enableBones) {
|
||||
#ifdef USE_BONE_ARRAY
|
||||
WRITE(p, "uniform mediump mat4 u_bone[%i];\n", numBoneWeights);
|
||||
*uniformMask |= DIRTY_BONE_UNIFORMS;
|
||||
#else
|
||||
for (int i = 0; i < numBoneWeights; i++) {
|
||||
WRITE(p, "uniform mat4 u_bone%i;\n", i);
|
||||
*uniformMask |= DIRTY_BONEMATRIX0 << i;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
if (doTexture) {
|
||||
WRITE(p, "uniform vec4 u_uvscaleoffset;\n");
|
||||
*uniformMask |= DIRTY_UVSCALEOFFSET;
|
||||
@ -436,7 +484,7 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask,
|
||||
}
|
||||
} else {
|
||||
// Step 1: World Transform / Skinning
|
||||
if (true) {
|
||||
if (!enableBones) {
|
||||
// Hardware tessellation
|
||||
if (doBezier || doSpline) {
|
||||
WRITE(p, " vec3 _pos[16];\n");
|
||||
@ -543,6 +591,81 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask,
|
||||
else
|
||||
WRITE(p, " mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);\n");
|
||||
}
|
||||
} else {
|
||||
static const char *rescale[4] = {"", " * 1.9921875", " * 1.999969482421875", ""}; // 2*127.5f/128.f, 2*32767.5f/32768.f, 1.0f};
|
||||
const char *factor = rescale[boneWeightScale];
|
||||
|
||||
static const char * const boneWeightAttr[8] = {
|
||||
"w1.x", "w1.y", "w1.z", "w1.w",
|
||||
"w2.x", "w2.y", "w2.z", "w2.w",
|
||||
};
|
||||
|
||||
#if defined(USE_FOR_LOOP) && defined(USE_BONE_ARRAY)
|
||||
|
||||
// To loop through the weights, we unfortunately need to put them in a float array.
|
||||
// GLSL ES sucks - no way to directly initialize an array!
|
||||
switch (numBoneWeights) {
|
||||
case 1: WRITE(p, " float w[1]; w[0] = w1;\n"); break;
|
||||
case 2: WRITE(p, " float w[2]; w[0] = w1.x; w[1] = w1.y;\n"); break;
|
||||
case 3: WRITE(p, " float w[3]; w[0] = w1.x; w[1] = w1.y; w[2] = w1.z;\n"); break;
|
||||
case 4: WRITE(p, " float w[4]; w[0] = w1.x; w[1] = w1.y; w[2] = w1.z; w[3] = w1.w;\n"); break;
|
||||
case 5: WRITE(p, " float w[5]; w[0] = w1.x; w[1] = w1.y; w[2] = w1.z; w[3] = w1.w; w[4] = w2;\n"); break;
|
||||
case 6: WRITE(p, " float w[6]; w[0] = w1.x; w[1] = w1.y; w[2] = w1.z; w[3] = w1.w; w[4] = w2.x; w[5] = w2.y;\n"); break;
|
||||
case 7: WRITE(p, " float w[7]; w[0] = w1.x; w[1] = w1.y; w[2] = w1.z; w[3] = w1.w; w[4] = w2.x; w[5] = w2.y; w[6] = w2.z;\n"); break;
|
||||
case 8: WRITE(p, " float w[8]; w[0] = w1.x; w[1] = w1.y; w[2] = w1.z; w[3] = w1.w; w[4] = w2.x; w[5] = w2.y; w[6] = w2.z; w[7] = w2.w;\n"); break;
|
||||
}
|
||||
|
||||
WRITE(p, " mat4 skinMatrix = w[0] * u_bone[0];\n");
|
||||
if (numBoneWeights > 1) {
|
||||
WRITE(p, " for (int i = 1; i < %i; i++) {\n", numBoneWeights);
|
||||
WRITE(p, " skinMatrix += w[i] * u_bone[i];\n");
|
||||
WRITE(p, " }\n");
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
#ifdef USE_BONE_ARRAY
|
||||
if (numBoneWeights == 1)
|
||||
WRITE(p, " mat4 skinMatrix = w1 * u_bone[0]");
|
||||
else
|
||||
WRITE(p, " mat4 skinMatrix = w1.x * u_bone[0]");
|
||||
for (int i = 1; i < numBoneWeights; i++) {
|
||||
const char *weightAttr = boneWeightAttr[i];
|
||||
// workaround for "cant do .x of scalar" issue
|
||||
if (numBoneWeights == 1 && i == 0) weightAttr = "w1";
|
||||
if (numBoneWeights == 5 && i == 4) weightAttr = "w2";
|
||||
WRITE(p, " + %s * u_bone[%i]", weightAttr, i);
|
||||
}
|
||||
#else
|
||||
// Uncomment this to screw up bone shaders to check the vertex shader software fallback
|
||||
// WRITE(p, "THIS SHOULD ERROR! #error");
|
||||
if (numBoneWeights == 1)
|
||||
WRITE(p, " mat4 skinMatrix = w1 * u_bone0");
|
||||
else
|
||||
WRITE(p, " mat4 skinMatrix = w1.x * u_bone0");
|
||||
for (int i = 1; i < numBoneWeights; i++) {
|
||||
const char *weightAttr = boneWeightAttr[i];
|
||||
// workaround for "cant do .x of scalar" issue
|
||||
if (numBoneWeights == 1 && i == 0) weightAttr = "w1";
|
||||
if (numBoneWeights == 5 && i == 4) weightAttr = "w2";
|
||||
WRITE(p, " + %s * u_bone%i", weightAttr, i);
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
WRITE(p, ";\n");
|
||||
|
||||
// Trying to simplify this results in bugs in LBP...
|
||||
WRITE(p, " vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz %s;\n", factor);
|
||||
WRITE(p, " vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;\n");
|
||||
|
||||
if (hasNormal) {
|
||||
WRITE(p, " mediump vec3 skinnednormal = (skinMatrix * vec4(%snormal, 0.0)).xyz %s;\n", flipNormal ? "-" : "", factor);
|
||||
} else {
|
||||
WRITE(p, " mediump vec3 skinnednormal = (skinMatrix * vec4(0.0, 0.0, %s1.0, 0.0)).xyz %s;\n", flipNormal ? "-" : "", factor);
|
||||
}
|
||||
WRITE(p, " mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);\n");
|
||||
}
|
||||
|
||||
WRITE(p, " vec4 viewPos = u_view * vec4(worldpos, 1.0);\n");
|
||||
|
@ -19,6 +19,8 @@
|
||||
|
||||
#include "Common/CommonTypes.h"
|
||||
|
||||
// #define USE_BONE_ARRAY
|
||||
|
||||
struct VShaderID;
|
||||
|
||||
void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask, uint64_t *uniformMask);
|
||||
|
@ -46,8 +46,8 @@ const CommonCommandTableEntry commonCommandTable[] = {
|
||||
{ GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPUCommon::Execute_Bezier },
|
||||
{ GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPUCommon::Execute_Spline },
|
||||
|
||||
// Changing the vertex type does not always require us to flush so handle that in Execute_VertexType.
|
||||
{ GE_CMD_VERTEXTYPE, FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_VertexType },
|
||||
// Changing the vertex type requires us to flush.
|
||||
{ GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_VertexType },
|
||||
|
||||
{ GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPUCommon::Execute_LoadClut },
|
||||
|
||||
@ -403,11 +403,23 @@ GPUCommon::GPUCommon(GraphicsContext *gfxCtx, Draw::DrawContext *draw) :
|
||||
ERROR_LOG(G3D, "Command missing from table: %02x (%i)", i, i);
|
||||
}
|
||||
}
|
||||
|
||||
UpdateCmdInfo();
|
||||
}
|
||||
|
||||
GPUCommon::~GPUCommon() {
|
||||
}
|
||||
|
||||
void GPUCommon::UpdateCmdInfo() {
|
||||
if (g_Config.bSoftwareSkinning) {
|
||||
cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
|
||||
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPUCommon::Execute_VertexTypeSkinning;
|
||||
} else {
|
||||
cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE;
|
||||
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPUCommon::Execute_VertexType;
|
||||
}
|
||||
}
|
||||
|
||||
void GPUCommon::BeginHostFrame() {
|
||||
ReapplyGfxState();
|
||||
|
||||
@ -1414,12 +1426,22 @@ void GPUCommon::Execute_TexSize0(u32 op, u32 diff) {
|
||||
}
|
||||
}
|
||||
|
||||
void GPUCommon::Execute_VertexType(u32 op, u32 diff) {
|
||||
if (diff)
|
||||
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE);
|
||||
if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) {
|
||||
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
|
||||
if (diff & GE_VTYPE_THROUGH_MASK)
|
||||
gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_FRAGMENTSHADER_STATE);
|
||||
}
|
||||
}
|
||||
|
||||
void GPUCommon::Execute_LoadClut(u32 op, u32 diff) {
|
||||
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
|
||||
textureCache_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
|
||||
}
|
||||
|
||||
void GPUCommon::Execute_VertexType(u32 op, u32 diff) {
|
||||
void GPUCommon::Execute_VertexTypeSkinning(u32 op, u32 diff) {
|
||||
// Don't flush when weight count changes.
|
||||
if (diff & ~GE_VTYPE_WEIGHTCOUNT_MASK) {
|
||||
// Restore and flush
|
||||
@ -1661,6 +1683,10 @@ void GPUCommon::Execute_Bezier(u32 op, u32 diff) {
|
||||
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
|
||||
}
|
||||
|
||||
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
|
||||
DEBUG_LOG_REPORT(G3D, "Unusual bezier/spline vtype: %08x, morph: %d, bones: %d", gstate.vertType, (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT, vertTypeGetNumBoneWeights(gstate.vertType));
|
||||
}
|
||||
|
||||
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
|
||||
SetDrawType(DRAW_BEZIER, PatchPrimToPrim(patchPrim));
|
||||
|
||||
@ -1719,6 +1745,10 @@ void GPUCommon::Execute_Spline(u32 op, u32 diff) {
|
||||
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
|
||||
}
|
||||
|
||||
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
|
||||
DEBUG_LOG_REPORT(G3D, "Unusual bezier/spline vtype: %08x, morph: %d, bones: %d", gstate.vertType, (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT, vertTypeGetNumBoneWeights(gstate.vertType));
|
||||
}
|
||||
|
||||
int sp_ucount = op & 0xFF;
|
||||
int sp_vcount = (op >> 8) & 0xFF;
|
||||
int sp_utype = (op >> 16) & 0x3;
|
||||
@ -1999,10 +2029,34 @@ void GPUCommon::Execute_BoneMtxNum(u32 op, u32 diff) {
|
||||
}
|
||||
|
||||
if (fastLoad) {
|
||||
while ((src[i] >> 24) == GE_CMD_BONEMATRIXDATA) {
|
||||
dst[i] = src[i] << 8;
|
||||
if (++i >= end) {
|
||||
break;
|
||||
// If we can't use software skinning, we have to flush and dirty.
|
||||
if (!g_Config.bSoftwareSkinning) {
|
||||
while ((src[i] >> 24) == GE_CMD_BONEMATRIXDATA) {
|
||||
const u32 newVal = src[i] << 8;
|
||||
if (dst[i] != newVal) {
|
||||
Flush();
|
||||
dst[i] = newVal;
|
||||
}
|
||||
if (++i >= end) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
const unsigned int numPlusCount = (op & 0x7F) + i;
|
||||
for (unsigned int num = op & 0x7F; num < numPlusCount; num += 12) {
|
||||
gstate_c.Dirty(DIRTY_BONEMATRIX0 << (num / 12));
|
||||
}
|
||||
} else {
|
||||
while ((src[i] >> 24) == GE_CMD_BONEMATRIXDATA) {
|
||||
dst[i] = src[i] << 8;
|
||||
if (++i >= end) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
const unsigned int numPlusCount = (op & 0x7F) + i;
|
||||
for (unsigned int num = op & 0x7F; num < numPlusCount; num += 12) {
|
||||
gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -2020,6 +2074,13 @@ void GPUCommon::Execute_BoneMtxData(u32 op, u32 diff) {
|
||||
int num = gstate.boneMatrixNumber & 0x7F;
|
||||
u32 newVal = op << 8;
|
||||
if (num < 96 && newVal != ((const u32 *)gstate.boneMatrix)[num]) {
|
||||
// Bone matrices should NOT flush when software skinning is enabled!
|
||||
if (!g_Config.bSoftwareSkinning) {
|
||||
Flush();
|
||||
gstate_c.Dirty(DIRTY_BONEMATRIX0 << (num / 12));
|
||||
} else {
|
||||
gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12);
|
||||
}
|
||||
((u32 *)gstate.boneMatrix)[num] = newVal;
|
||||
}
|
||||
num++;
|
||||
@ -2160,6 +2221,17 @@ void GPUCommon::Execute_Unknown(u32 op, u32 diff) {
|
||||
void GPUCommon::FastLoadBoneMatrix(u32 target) {
|
||||
const int num = gstate.boneMatrixNumber & 0x7F;
|
||||
const int mtxNum = num / 12;
|
||||
uint32_t uniformsToDirty = DIRTY_BONEMATRIX0 << mtxNum;
|
||||
if ((num - 12 * mtxNum) != 0) {
|
||||
uniformsToDirty |= DIRTY_BONEMATRIX0 << ((mtxNum + 1) & 7);
|
||||
}
|
||||
|
||||
if (!g_Config.bSoftwareSkinning) {
|
||||
Flush();
|
||||
gstate_c.Dirty(uniformsToDirty);
|
||||
} else {
|
||||
gstate_c.deferredVertTypeDirty |= uniformsToDirty;
|
||||
}
|
||||
gstate.FastLoadBoneMatrix(target);
|
||||
}
|
||||
|
||||
|
@ -72,6 +72,8 @@ public:
|
||||
}
|
||||
virtual void CheckGPUFeatures() = 0;
|
||||
|
||||
void UpdateCmdInfo();
|
||||
|
||||
bool IsReady() override {
|
||||
return true;
|
||||
}
|
||||
@ -129,6 +131,7 @@ public:
|
||||
void Execute_End(u32 op, u32 diff);
|
||||
|
||||
void Execute_VertexType(u32 op, u32 diff);
|
||||
void Execute_VertexTypeSkinning(u32 op, u32 diff);
|
||||
|
||||
void Execute_Prim(u32 op, u32 diff);
|
||||
void Execute_Bezier(u32 op, u32 diff);
|
||||
|
@ -240,6 +240,13 @@ void GPUgstate::Restore(u32_le *ptr) {
|
||||
}
|
||||
}
|
||||
|
||||
bool vertTypeIsSkinningEnabled(u32 vertType) {
|
||||
if (g_Config.bSoftwareSkinning)
|
||||
return false;
|
||||
else
|
||||
return ((vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE);
|
||||
}
|
||||
|
||||
struct GPUStateCache_v0 {
|
||||
u32 vertexAddr;
|
||||
u32 indexAddr;
|
||||
|
@ -441,6 +441,11 @@ struct GPUgstate {
|
||||
void Restore(u32_le *ptr);
|
||||
};
|
||||
|
||||
bool vertTypeIsSkinningEnabled(u32 vertType);
|
||||
|
||||
inline int vertTypeGetNumBoneWeights(u32 vertType) { return 1 + ((vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT); }
|
||||
inline int vertTypeGetWeightMask(u32 vertType) { return vertType & GE_VTYPE_WEIGHT_MASK; }
|
||||
|
||||
// The rest is cached simplified/converted data for fast access.
|
||||
// Does not need to be saved when saving/restoring context.
|
||||
//
|
||||
|
@ -396,6 +396,10 @@ void SoftGPU::ExecuteOp(u32 op, u32 diff) {
|
||||
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
|
||||
}
|
||||
|
||||
if ((gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) || vertTypeIsSkinningEnabled(gstate.vertType)) {
|
||||
DEBUG_LOG_REPORT(G3D, "Unusual bezier/spline vtype: %08x, morph: %d, bones: %d", gstate.vertType, (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT, vertTypeGetNumBoneWeights(gstate.vertType));
|
||||
}
|
||||
|
||||
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
|
||||
SetDrawType(DRAW_BEZIER, PatchPrimToPrim(patchPrim));
|
||||
|
||||
@ -440,6 +444,10 @@ void SoftGPU::ExecuteOp(u32 op, u32 diff) {
|
||||
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
|
||||
}
|
||||
|
||||
if ((gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) || vertTypeIsSkinningEnabled(gstate.vertType)) {
|
||||
DEBUG_LOG_REPORT(G3D, "Unusual bezier/spline vtype: %08x, morph: %d, bones: %d", gstate.vertType, (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT, vertTypeGetNumBoneWeights(gstate.vertType));
|
||||
}
|
||||
|
||||
int sp_ucount = op & 0xFF;
|
||||
int sp_vcount = (op >> 8) & 0xFF;
|
||||
int sp_utype = (op >> 16) & 0x3;
|
||||
|
@ -167,6 +167,27 @@ VertexData TransformUnit::ReadVertex(VertexReader& vreader)
|
||||
vertex.normal = -vertex.normal;
|
||||
}
|
||||
|
||||
if (vertTypeIsSkinningEnabled(gstate.vertType) && !gstate.isModeThrough()) {
|
||||
float W[8] = { 1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f };
|
||||
vreader.ReadWeights(W);
|
||||
|
||||
Vec3<float> tmppos(0.f, 0.f, 0.f);
|
||||
Vec3<float> tmpnrm(0.f, 0.f, 0.f);
|
||||
|
||||
for (int i = 0; i < vertTypeGetNumBoneWeights(gstate.vertType); ++i) {
|
||||
Mat3x3<float> bone(&gstate.boneMatrix[12*i]);
|
||||
tmppos += (bone * ModelCoords(pos[0], pos[1], pos[2]) + Vec3<float>(gstate.boneMatrix[12*i+9], gstate.boneMatrix[12*i+10], gstate.boneMatrix[12*i+11])) * W[i];
|
||||
if (vreader.hasNormal())
|
||||
tmpnrm += (bone * vertex.normal) * W[i];
|
||||
}
|
||||
|
||||
pos[0] = tmppos.x;
|
||||
pos[1] = tmppos.y;
|
||||
pos[2] = tmppos.z;
|
||||
if (vreader.hasNormal())
|
||||
vertex.normal = tmpnrm;
|
||||
}
|
||||
|
||||
if (vreader.hasColor0()) {
|
||||
float col[4];
|
||||
vreader.ReadColor0(col);
|
||||
|
@ -66,7 +66,8 @@ enum {
|
||||
DRAW_BINDING_2ND_TEXTURE = 1,
|
||||
DRAW_BINDING_DYNUBO_BASE = 2,
|
||||
DRAW_BINDING_DYNUBO_LIGHT = 3,
|
||||
DRAW_BINDING_TESS_STORAGE_BUF = 4,
|
||||
DRAW_BINDING_DYNUBO_BONE = 4,
|
||||
DRAW_BINDING_TESS_STORAGE_BUF = 5,
|
||||
};
|
||||
|
||||
enum {
|
||||
@ -94,7 +95,7 @@ DrawEngineVulkan::DrawEngineVulkan(VulkanContext *vulkan, Draw::DrawContext *dra
|
||||
|
||||
void DrawEngineVulkan::InitDeviceObjects() {
|
||||
// All resources we need for PSP drawing. Usually only bindings 0 and 2-4 are populated.
|
||||
VkDescriptorSetLayoutBinding bindings[5]{};
|
||||
VkDescriptorSetLayoutBinding bindings[6]{};
|
||||
bindings[0].descriptorCount = 1;
|
||||
bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
bindings[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||
@ -111,11 +112,15 @@ void DrawEngineVulkan::InitDeviceObjects() {
|
||||
bindings[3].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
|
||||
bindings[3].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
|
||||
bindings[3].binding = DRAW_BINDING_DYNUBO_LIGHT;
|
||||
// Used only for hardware tessellation.
|
||||
bindings[4].descriptorCount = 1;
|
||||
bindings[4].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
|
||||
bindings[4].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
|
||||
bindings[4].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
|
||||
bindings[4].binding = DRAW_BINDING_TESS_STORAGE_BUF;
|
||||
bindings[4].binding = DRAW_BINDING_DYNUBO_BONE;
|
||||
// Used only for hardware tessellation.
|
||||
bindings[5].descriptorCount = 1;
|
||||
bindings[5].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
|
||||
bindings[5].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
|
||||
bindings[5].binding = DRAW_BINDING_TESS_STORAGE_BUF;
|
||||
|
||||
VkDevice device = vulkan_->GetDevice();
|
||||
|
||||
@ -129,7 +134,7 @@ void DrawEngineVulkan::InitDeviceObjects() {
|
||||
// if creating and updating them turns out to be expensive.
|
||||
for (int i = 0; i < VulkanContext::MAX_INFLIGHT_FRAMES; i++) {
|
||||
// We now create descriptor pools on demand, so removed from here.
|
||||
frame_[i].pushUBO = new VulkanPushBuffer(vulkan_, 4 * 1024 * 1024);
|
||||
frame_[i].pushUBO = new VulkanPushBuffer(vulkan_, 8 * 1024 * 1024);
|
||||
frame_[i].pushVertex = new VulkanPushBuffer(vulkan_, 2 * 1024 * 1024);
|
||||
frame_[i].pushIndex = new VulkanPushBuffer(vulkan_, 1 * 1024 * 1024);
|
||||
}
|
||||
@ -360,7 +365,7 @@ VkResult DrawEngineVulkan::RecreateDescriptorPool(FrameData &frame, int newSize)
|
||||
frame.descPoolSize = newSize;
|
||||
|
||||
VkDescriptorPoolSize dpTypes[3];
|
||||
dpTypes[0].descriptorCount = frame.descPoolSize * 2;
|
||||
dpTypes[0].descriptorCount = frame.descPoolSize * 3;
|
||||
dpTypes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
|
||||
dpTypes[1].descriptorCount = frame.descPoolSize * 2; // Don't use these for tess anymore, need max two per set.
|
||||
dpTypes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
@ -378,15 +383,17 @@ VkResult DrawEngineVulkan::RecreateDescriptorPool(FrameData &frame, int newSize)
|
||||
return res;
|
||||
}
|
||||
|
||||
VkDescriptorSet DrawEngineVulkan::GetOrCreateDescriptorSet(VkImageView imageView, VkSampler sampler, VkBuffer base, VkBuffer light, bool tess) {
|
||||
VkDescriptorSet DrawEngineVulkan::GetOrCreateDescriptorSet(VkImageView imageView, VkSampler sampler, VkBuffer base, VkBuffer light, VkBuffer bone, bool tess) {
|
||||
DescriptorSetKey key;
|
||||
key.imageView_ = imageView;
|
||||
key.sampler_ = sampler;
|
||||
key.secondaryImageView_ = boundSecondary_;
|
||||
key.base_ = base;
|
||||
key.light_ = light;
|
||||
key.bone_ = bone;
|
||||
_dbg_assert_(G3D, base != VK_NULL_HANDLE);
|
||||
_dbg_assert_(G3D, light != VK_NULL_HANDLE);
|
||||
_dbg_assert_(G3D, bone != VK_NULL_HANDLE);
|
||||
|
||||
FrameData &frame = frame_[vulkan_->GetCurFrame()];
|
||||
// See if we already have this descriptor set cached.
|
||||
@ -494,7 +501,7 @@ VkDescriptorSet DrawEngineVulkan::GetOrCreateDescriptorSet(VkImageView imageView
|
||||
}
|
||||
|
||||
// Uniform buffer objects
|
||||
VkDescriptorBufferInfo buf[2]{};
|
||||
VkDescriptorBufferInfo buf[3]{};
|
||||
int count = 0;
|
||||
buf[count].buffer = base;
|
||||
buf[count].offset = 0;
|
||||
@ -504,6 +511,10 @@ VkDescriptorSet DrawEngineVulkan::GetOrCreateDescriptorSet(VkImageView imageView
|
||||
buf[count].offset = 0;
|
||||
buf[count].range = sizeof(UB_VS_Lights);
|
||||
count++;
|
||||
buf[count].buffer = bone;
|
||||
buf[count].offset = 0;
|
||||
buf[count].range = sizeof(UB_VS_Bones);
|
||||
count++;
|
||||
for (int i = 0; i < count; i++) {
|
||||
writes[n].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||
writes[n].pNext = nullptr;
|
||||
@ -527,9 +538,11 @@ VkDescriptorSet DrawEngineVulkan::GetOrCreateDescriptorSet(VkImageView imageView
|
||||
void DrawEngineVulkan::DirtyAllUBOs() {
|
||||
baseUBOOffset = 0;
|
||||
lightUBOOffset = 0;
|
||||
boneUBOOffset = 0;
|
||||
baseBuf = VK_NULL_HANDLE;
|
||||
lightBuf = VK_NULL_HANDLE;
|
||||
dirtyUniforms_ = DIRTY_BASE_UNIFORMS | DIRTY_LIGHT_UNIFORMS;
|
||||
boneBuf = VK_NULL_HANDLE;
|
||||
dirtyUniforms_ = DIRTY_BASE_UNIFORMS | DIRTY_LIGHT_UNIFORMS | DIRTY_BONE_UNIFORMS;
|
||||
imageView = VK_NULL_HANDLE;
|
||||
sampler = VK_NULL_HANDLE;
|
||||
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
|
||||
@ -588,7 +601,7 @@ void DrawEngineVulkan::DoFlush() {
|
||||
// Also avoid caching when software skinning.
|
||||
VkBuffer vbuf = VK_NULL_HANDLE;
|
||||
VkBuffer ibuf = VK_NULL_HANDLE;
|
||||
if (lastVType_ & GE_VTYPE_WEIGHT_MASK) {
|
||||
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK)) {
|
||||
useCache = false;
|
||||
}
|
||||
|
||||
@ -730,7 +743,7 @@ void DrawEngineVulkan::DoFlush() {
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
if (lastVType_ & GE_VTYPE_WEIGHT_MASK) {
|
||||
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK)) {
|
||||
// If software skinning, we've already predecoded into "decoded". So push that content.
|
||||
VkDeviceSize size = decodedVerts_ * dec_->GetDecVtxFmt().stride;
|
||||
u8 *dest = (u8 *)frame->pushVertex->Push(size, &vbOffset, &vbuf);
|
||||
@ -802,12 +815,12 @@ void DrawEngineVulkan::DoFlush() {
|
||||
dirtyUniforms_ |= shaderManager_->UpdateUniforms();
|
||||
UpdateUBOs(frame);
|
||||
|
||||
VkDescriptorSet ds = GetOrCreateDescriptorSet(imageView, sampler, baseBuf, lightBuf, tess);
|
||||
VkDescriptorSet ds = GetOrCreateDescriptorSet(imageView, sampler, baseBuf, lightBuf, boneBuf, tess);
|
||||
{
|
||||
PROFILE_THIS_SCOPE("renderman_q");
|
||||
|
||||
const uint32_t dynamicUBOOffsets[2] = {
|
||||
baseUBOOffset, lightUBOOffset,
|
||||
const uint32_t dynamicUBOOffsets[3] = {
|
||||
baseUBOOffset, lightUBOOffset, boneUBOOffset,
|
||||
};
|
||||
|
||||
int stride = dec_->GetDecVtxFmt().stride;
|
||||
@ -908,9 +921,9 @@ void DrawEngineVulkan::DoFlush() {
|
||||
// Even if the first draw is through-mode, make sure we at least have one copy of these uniforms buffered
|
||||
UpdateUBOs(frame);
|
||||
|
||||
VkDescriptorSet ds = GetOrCreateDescriptorSet(imageView, sampler, baseBuf, lightBuf, tess);
|
||||
const uint32_t dynamicUBOOffsets[2] = {
|
||||
baseUBOOffset, lightUBOOffset,
|
||||
VkDescriptorSet ds = GetOrCreateDescriptorSet(imageView, sampler, baseBuf, lightBuf, boneBuf, tess);
|
||||
const uint32_t dynamicUBOOffsets[3] = {
|
||||
baseUBOOffset, lightUBOOffset, boneUBOOffset,
|
||||
};
|
||||
|
||||
PROFILE_THIS_SCOPE("renderman_q");
|
||||
@ -977,6 +990,10 @@ void DrawEngineVulkan::UpdateUBOs(FrameData *frame) {
|
||||
lightUBOOffset = shaderManager_->PushLightBuffer(frame->pushUBO, &lightBuf);
|
||||
dirtyUniforms_ &= ~DIRTY_LIGHT_UNIFORMS;
|
||||
}
|
||||
if ((dirtyUniforms_ & DIRTY_BONE_UNIFORMS) || boneBuf == VK_NULL_HANDLE) {
|
||||
boneUBOOffset = shaderManager_->PushBoneBuffer(frame->pushUBO, &boneBuf);
|
||||
dirtyUniforms_ &= ~DIRTY_BONE_UNIFORMS;
|
||||
}
|
||||
}
|
||||
|
||||
DrawEngineVulkan::TessellationDataTransferVulkan::TessellationDataTransferVulkan(VulkanContext *vulkan, Draw::DrawContext *draw)
|
||||
|
@ -23,7 +23,7 @@
|
||||
// * binding 1: Secondary texture sampler for shader blending or depal palettes
|
||||
// * binding 2: Base Uniform Buffer (includes fragment state)
|
||||
// * binding 3: Light uniform buffer
|
||||
// * binding 4: Shader buffer storage for tesselation
|
||||
// * binding 4: Bone uniform buffer
|
||||
//
|
||||
// All shaders conform to this layout, so they are all compatible with the same descriptor set.
|
||||
// The format of the various uniform buffers may vary though - vertex shaders that don't skin
|
||||
@ -194,7 +194,7 @@ private:
|
||||
void DoFlush();
|
||||
void UpdateUBOs(FrameData *frame);
|
||||
|
||||
VkDescriptorSet GetOrCreateDescriptorSet(VkImageView imageView, VkSampler sampler, VkBuffer base, VkBuffer light, bool tess);
|
||||
VkDescriptorSet GetOrCreateDescriptorSet(VkImageView imageView, VkSampler sampler, VkBuffer base, VkBuffer light, VkBuffer bone, bool tess);
|
||||
|
||||
VulkanContext *vulkan_;
|
||||
Draw::DrawContext *draw_;
|
||||
@ -218,7 +218,7 @@ private:
|
||||
VkImageView imageView_;
|
||||
VkImageView secondaryImageView_;
|
||||
VkSampler sampler_;
|
||||
VkBuffer base_, light_; // All three UBO slots will be set to this. This will usually be identical
|
||||
VkBuffer base_, light_, bone_; // All three UBO slots will be set to this. This will usually be identical
|
||||
// for all draws in a frame, except when the buffer has to grow.
|
||||
};
|
||||
|
||||
@ -252,7 +252,8 @@ private:
|
||||
uint64_t dirtyUniforms_;
|
||||
uint32_t baseUBOOffset;
|
||||
uint32_t lightUBOOffset;
|
||||
VkBuffer baseBuf, lightBuf;
|
||||
uint32_t boneUBOOffset;
|
||||
VkBuffer baseBuf, lightBuf, boneBuf;
|
||||
VkImageView imageView = VK_NULL_HANDLE;
|
||||
VkSampler sampler = VK_NULL_HANDLE;
|
||||
|
||||
|
@ -252,6 +252,7 @@ void GPU_Vulkan::CheckGPUFeatures() {
|
||||
|
||||
void GPU_Vulkan::BeginHostFrame() {
|
||||
drawEngine_.BeginFrame();
|
||||
UpdateCmdInfo();
|
||||
|
||||
if (resized_) {
|
||||
CheckGPUFeatures();
|
||||
@ -490,6 +491,7 @@ void GPU_Vulkan::DeviceRestore() {
|
||||
|
||||
CheckGPUFeatures();
|
||||
BuildReportingInfo();
|
||||
UpdateCmdInfo();
|
||||
|
||||
framebufferManagerVulkan_->DeviceRestore(vulkan_, draw_);
|
||||
vulkan2D_.DeviceRestore(vulkan_);
|
||||
|
@ -158,9 +158,11 @@ ShaderManagerVulkan::ShaderManagerVulkan(VulkanContext *vulkan)
|
||||
uboAlignment_ = vulkan_->GetPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment;
|
||||
memset(&ub_base, 0, sizeof(ub_base));
|
||||
memset(&ub_lights, 0, sizeof(ub_lights));
|
||||
memset(&ub_bones, 0, sizeof(ub_bones));
|
||||
|
||||
ILOG("sizeof(ub_base): %d", (int)sizeof(ub_base));
|
||||
ILOG("sizeof(ub_lights): %d", (int)sizeof(ub_lights));
|
||||
ILOG("sizeof(ub_bones): %d", (int)sizeof(ub_bones));
|
||||
}
|
||||
|
||||
ShaderManagerVulkan::~ShaderManagerVulkan() {
|
||||
@ -213,6 +215,8 @@ uint64_t ShaderManagerVulkan::UpdateUniforms() {
|
||||
BaseUpdateUniforms(&ub_base, dirty, false);
|
||||
if (dirty & DIRTY_LIGHT_UNIFORMS)
|
||||
LightUpdateUniforms(&ub_lights, dirty);
|
||||
if (dirty & DIRTY_BONE_UNIFORMS)
|
||||
BoneUpdateUniforms(&ub_bones, dirty);
|
||||
}
|
||||
gstate_c.CleanUniforms();
|
||||
return dirty;
|
||||
|
@ -111,6 +111,7 @@ public:
|
||||
// Applies dirty changes and copies the buffer.
|
||||
bool IsBaseDirty() { return true; }
|
||||
bool IsLightDirty() { return true; }
|
||||
bool IsBoneDirty() { return true; }
|
||||
|
||||
uint32_t PushBaseBuffer(VulkanPushBuffer *dest, VkBuffer *buf) {
|
||||
return dest->PushAligned(&ub_base, sizeof(ub_base), uboAlignment_, buf);
|
||||
@ -118,6 +119,10 @@ public:
|
||||
uint32_t PushLightBuffer(VulkanPushBuffer *dest, VkBuffer *buf) {
|
||||
return dest->PushAligned(&ub_lights, sizeof(ub_lights), uboAlignment_, buf);
|
||||
}
|
||||
// TODO: Only push half the bone buffer if we only have four bones.
|
||||
uint32_t PushBoneBuffer(VulkanPushBuffer *dest, VkBuffer *buf) {
|
||||
return dest->PushAligned(&ub_bones, sizeof(ub_bones), uboAlignment_, buf);
|
||||
}
|
||||
|
||||
bool LoadCache(FILE *f);
|
||||
void SaveCache(FILE *f);
|
||||
@ -139,6 +144,7 @@ private:
|
||||
// Uniform block scratchpad. These (the relevant ones) are copied to the current pushbuffer at draw time.
|
||||
UB_VS_FS_Base ub_base;
|
||||
UB_VS_Lights ub_lights;
|
||||
UB_VS_Bones ub_bones;
|
||||
|
||||
VulkanFragmentShader *lastFShader_;
|
||||
VulkanVertexShader *lastVShader_;
|
||||
|
@ -54,6 +54,18 @@ static const char *vulkan_glsl_preamble =
|
||||
|
||||
#define WRITE p+=sprintf
|
||||
|
||||
static const char * const boneWeightDecl[9] = {
|
||||
"#ERROR#",
|
||||
"layout(location = 3) in float w1;\n",
|
||||
"layout(location = 3) in vec2 w1;\n",
|
||||
"layout(location = 3) in vec3 w1;\n",
|
||||
"layout(location = 3) in vec4 w1;\n",
|
||||
"layout(location = 3) in vec4 w1;\nlayout(location = 4) in float w2;\n",
|
||||
"layout(location = 3) in vec4 w1;\nlayout(location = 4) in vec2 w2;\n",
|
||||
"layout(location = 3) in vec4 w1;\nlayout(location = 4) in vec3 w2;\n",
|
||||
"layout(location = 3) in vec4 w1;\nlayout(location = 4) in vec4 w2;\n",
|
||||
};
|
||||
|
||||
enum DoLightComputation {
|
||||
LIGHT_OFF,
|
||||
LIGHT_SHADE,
|
||||
@ -114,6 +126,7 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
|
||||
bool flipNormal = id.Bit(VS_BIT_NORM_REVERSE);
|
||||
int ls0 = id.Bits(VS_BIT_LS0, 2);
|
||||
int ls1 = id.Bits(VS_BIT_LS1, 2);
|
||||
bool enableBones = id.Bit(VS_BIT_ENABLE_BONES);
|
||||
bool enableLighting = id.Bit(VS_BIT_LIGHTING_ENABLE);
|
||||
int matUpdate = id.Bits(VS_BIT_MATERIAL_UPDATE, 3);
|
||||
|
||||
@ -127,6 +140,8 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
|
||||
WRITE(p, "layout (std140, set = 0, binding = 2) uniform baseVars {\n%s} base;\n", ub_baseStr);
|
||||
if (enableLighting || doShadeMapping)
|
||||
WRITE(p, "layout (std140, set = 0, binding = 3) uniform lightVars {\n%s} light;\n", ub_vs_lightsStr);
|
||||
if (enableBones)
|
||||
WRITE(p, "layout (std140, set = 0, binding = 4) uniform boneVars {\n%s} bone;\n", ub_vs_bonesStr);
|
||||
|
||||
const char *shading = doFlatShading ? "flat " : "";
|
||||
|
||||
@ -142,6 +157,13 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
|
||||
}
|
||||
}
|
||||
|
||||
int numBoneWeights = 0;
|
||||
int boneWeightScale = id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2);
|
||||
if (enableBones) {
|
||||
numBoneWeights = 1 + id.Bits(VS_BIT_BONES, 3);
|
||||
WRITE(p, "%s", boneWeightDecl[numBoneWeights]);
|
||||
}
|
||||
|
||||
if (useHWTransform)
|
||||
WRITE(p, "layout (location = %d) in vec3 position;\n", (int)PspAttributeLocation::POSITION);
|
||||
else
|
||||
@ -307,7 +329,7 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
|
||||
}
|
||||
} else {
|
||||
// Step 1: World Transform / Skinning
|
||||
if (true) {
|
||||
if (!enableBones) {
|
||||
if (doBezier || doSpline) {
|
||||
WRITE(p, " vec3 _pos[16];\n");
|
||||
WRITE(p, " vec2 _tex[16];\n");
|
||||
@ -413,6 +435,34 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
|
||||
else
|
||||
WRITE(p, " mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);\n");
|
||||
}
|
||||
} else {
|
||||
static const char *rescale[4] = { "", " * 1.9921875", " * 1.999969482421875", "" }; // 2*127.5f/128.f, 2*32767.5f/32768.f, 1.0f};
|
||||
const char *factor = rescale[boneWeightScale];
|
||||
|
||||
static const char * const boneWeightAttr[8] = {
|
||||
"w1.x", "w1.y", "w1.z", "w1.w",
|
||||
"w2.x", "w2.y", "w2.z", "w2.w",
|
||||
};
|
||||
|
||||
WRITE(p, " mat3x4 skinMatrix = w1.x * bone.m[0];\n");
|
||||
if (numBoneWeights > 1) {
|
||||
for (int i = 1; i < numBoneWeights; i++) {
|
||||
WRITE(p, " skinMatrix += %s * bone.m[%i];\n", boneWeightAttr[i], i);
|
||||
}
|
||||
}
|
||||
|
||||
WRITE(p, ";\n");
|
||||
|
||||
// Trying to simplify this results in bugs in LBP...
|
||||
WRITE(p, " vec3 skinnedpos = (vec4(position, 1.0) * skinMatrix) %s;\n", factor);
|
||||
WRITE(p, " vec3 worldpos = vec4(skinnedpos, 1.0) * base.world_mtx;\n");
|
||||
|
||||
if (hasNormal) {
|
||||
WRITE(p, " mediump vec3 skinnednormal = vec4(%snormal, 0.0) * skinMatrix %s;\n", flipNormal ? "-" : "", factor);
|
||||
} else {
|
||||
WRITE(p, " mediump vec3 skinnednormal = vec4(0.0, 0.0, %s1.0, 0.0) * skinMatrix %s;\n", flipNormal ? "-" : "", factor);
|
||||
}
|
||||
WRITE(p, " mediump vec3 worldnormal = normalize(vec4(skinnednormal, 0.0) * base.world_mtx);\n");
|
||||
}
|
||||
|
||||
WRITE(p, " vec4 viewPos = vec4(vec4(worldpos, 1.0) * base.view_mtx, 1.0);\n");
|
||||
|
@ -312,6 +312,13 @@ void GameSettingsScreen::CreateViews() {
|
||||
hwTransform->OnClick.Handle(this, &GameSettingsScreen::OnHardwareTransform);
|
||||
hwTransform->SetDisabledPtr(&g_Config.bSoftwareRendering);
|
||||
|
||||
CheckBox *swSkin = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareSkinning, gr->T("Software Skinning")));
|
||||
swSkin->OnClick.Add([=](EventParams &e) {
|
||||
settingInfo_->Show(gr->T("SoftwareSkinning Tip", "Combine skinned model draws on the CPU, faster in most games"), e.v);
|
||||
return UI::EVENT_CONTINUE;
|
||||
});
|
||||
swSkin->SetDisabledPtr(&g_Config.bSoftwareRendering);
|
||||
|
||||
CheckBox *vtxCache = graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gr->T("Vertex Cache")));
|
||||
vtxCache->OnClick.Add([=](EventParams &e) {
|
||||
settingInfo_->Show(gr->T("VertexCache Tip", "Faster, but may cause temporary flicker"), e.v);
|
||||
|
@ -41,7 +41,7 @@ struct VkRenderData {
|
||||
VkPipelineLayout pipelineLayout;
|
||||
VkDescriptorSet ds;
|
||||
int numUboOffsets;
|
||||
uint32_t uboOffsets[2];
|
||||
uint32_t uboOffsets[3];
|
||||
VkBuffer vbuffer; // might need to increase at some point
|
||||
VkDeviceSize voffset;
|
||||
VkBuffer ibuffer;
|
||||
|
@ -369,6 +369,7 @@ int main(int argc, const char* argv[])
|
||||
g_Config.bFrameSkipUnthrottle = false;
|
||||
g_Config.bEnableLogging = fullLog;
|
||||
g_Config.iNumWorkerThreads = 1;
|
||||
g_Config.bSoftwareSkinning = true;
|
||||
g_Config.bVertexDecoderJit = true;
|
||||
g_Config.bBlockTransferGPU = true;
|
||||
g_Config.iSplineBezierQuality = 2;
|
||||
|
@ -543,6 +543,7 @@ static bool TestVertexColor565() {
|
||||
static bool TestVertex8Skin() {
|
||||
VertexDecoderTestHarness dec;
|
||||
|
||||
g_Config.bSoftwareSkinning = true;
|
||||
for (int i = 0; i < 8 * 12; ++i) {
|
||||
gstate.boneMatrix[i] = 0.0f;
|
||||
}
|
||||
@ -572,6 +573,7 @@ static bool TestVertex8Skin() {
|
||||
static bool TestVertex16Skin() {
|
||||
VertexDecoderTestHarness dec;
|
||||
|
||||
g_Config.bSoftwareSkinning = true;
|
||||
for (int i = 0; i < 8 * 12; ++i) {
|
||||
gstate.boneMatrix[i] = 0.0f;
|
||||
}
|
||||
@ -601,6 +603,7 @@ static bool TestVertex16Skin() {
|
||||
static bool TestVertexFloatSkin() {
|
||||
VertexDecoderTestHarness dec;
|
||||
|
||||
g_Config.bSoftwareSkinning = true;
|
||||
for (int i = 0; i < 8 * 12; ++i) {
|
||||
gstate.boneMatrix[i] = 0.0f;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user