dolphin/Source/Core/VideoCommon/PixelShaderManager.cpp
Lioncash 8dcb05802b ShaderManagers: Use aggregate initialization for some variables.
These provide the same semantics, however aggregate initialization
doesn't force the structs to be trivially copyable. memset, on the other
hand, does.
2016-12-10 17:33:51 -05:00

298 lines
8.4 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <cmath>
#include <cstring>
#include "Common/ChunkFile.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
bool PixelShaderManager::s_bFogRangeAdjustChanged;
bool PixelShaderManager::s_bViewPortChanged;
PixelShaderConstants PixelShaderManager::constants;
bool PixelShaderManager::dirty;
void PixelShaderManager::Init()
{
constants = {};
// Init any intial constants which aren't zero when bpmem is zero.
s_bFogRangeAdjustChanged = true;
s_bViewPortChanged = false;
SetEfbScaleChanged();
SetIndMatrixChanged(0);
SetIndMatrixChanged(1);
SetIndMatrixChanged(2);
SetZTextureTypeChanged();
SetTexCoordChanged(0);
SetTexCoordChanged(1);
SetTexCoordChanged(2);
SetTexCoordChanged(3);
SetTexCoordChanged(4);
SetTexCoordChanged(5);
SetTexCoordChanged(6);
SetTexCoordChanged(7);
dirty = true;
}
void PixelShaderManager::Dirty()
{
// This function is called after a savestate is loaded.
// Any constants that can changed based on settings should be re-calculated
s_bFogRangeAdjustChanged = true;
SetEfbScaleChanged();
SetFogParamChanged();
dirty = true;
}
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 * xfmem.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
// TODO: Shouldn't this be EFBToScaledXf?
constants.fogf[0][0] = ScreenSpaceCenter;
constants.fogf[0][1] = (float)Renderer::EFBToScaledX((int)(2.0f * xfmem.viewport.wd));
constants.fogf[0][2] = bpmem.fogRange.K[4].HI / 256.0f;
}
else
{
constants.fogf[0][0] = 0;
constants.fogf[0][1] = 1;
constants.fogf[0][2] = 1;
}
dirty = true;
s_bFogRangeAdjustChanged = false;
}
if (s_bViewPortChanged)
{
constants.zbias[1][0] = (s32)xfmem.viewport.farZ;
constants.zbias[1][1] = (s32)xfmem.viewport.zRange;
dirty = true;
s_bViewPortChanged = false;
}
}
void PixelShaderManager::SetTevColor(int index, int component, s32 value)
{
auto& c = constants.colors[index];
c[component] = value;
dirty = true;
PRIM_LOG("tev color%d: %d %d %d %d", index, c[0], c[1], c[2], c[3]);
}
void PixelShaderManager::SetTevKonstColor(int index, int component, s32 value)
{
auto& c = constants.kcolors[index];
c[component] = value;
dirty = true;
PRIM_LOG("tev konst color%d: %d %d %d %d", index, c[0], c[1], c[2], c[3]);
}
void PixelShaderManager::SetAlpha()
{
constants.alpha[0] = bpmem.alpha_test.ref0;
constants.alpha[1] = bpmem.alpha_test.ref1;
dirty = true;
}
void PixelShaderManager::SetDestAlpha()
{
constants.alpha[3] = bpmem.dstalpha.alpha;
dirty = true;
}
void PixelShaderManager::SetTexDims(int texmapid, u32 width, u32 height)
{
float rwidth = 1.0f / (width * 128.0f);
float rheight = 1.0f / (height * 128.0f);
// 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] != rwidth || constants.texdims[texmapid][1] != rheight)
dirty = true;
constants.texdims[texmapid][0] = rwidth;
constants.texdims[texmapid][1] = rheight;
}
void PixelShaderManager::SetZTextureBias()
{
constants.zbias[1][3] = bpmem.ztex1.bias;
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::SetEfbScaleChanged()
{
constants.efbscale[0] = 1.0f / Renderer::EFBToScaledXf(1);
constants.efbscale[1] = 1.0f / Renderer::EFBToScaledYf(1);
dirty = true;
}
void PixelShaderManager::SetZSlope(float dfdx, float dfdy, float f0)
{
constants.zslope[0] = dfdx;
constants.zslope[1] = dfdy;
constants.zslope[2] = f0;
dirty = true;
}
void PixelShaderManager::SetIndTexScaleChanged(bool high)
{
constants.indtexscale[high][0] = bpmem.texscale[high].ss0;
constants.indtexscale[high][1] = bpmem.texscale[high].ts0;
constants.indtexscale[high][2] = bpmem.texscale[high].ss1;
constants.indtexscale[high][3] = bpmem.texscale[high].ts1;
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);
// xyz - static matrix
// w - dynamic matrix scale / 128
constants.indtexmtx[2 * matrixidx][0] = bpmem.indmtx[matrixidx].col0.ma;
constants.indtexmtx[2 * matrixidx][1] = bpmem.indmtx[matrixidx].col1.mc;
constants.indtexmtx[2 * matrixidx][2] = bpmem.indmtx[matrixidx].col2.me;
constants.indtexmtx[2 * matrixidx][3] = 17 - scale;
constants.indtexmtx[2 * matrixidx + 1][0] = bpmem.indmtx[matrixidx].col0.mb;
constants.indtexmtx[2 * matrixidx + 1][1] = bpmem.indmtx[matrixidx].col1.md;
constants.indtexmtx[2 * matrixidx + 1][2] = bpmem.indmtx[matrixidx].col2.mf;
constants.indtexmtx[2 * matrixidx + 1][3] = 17 - scale;
dirty = true;
PRIM_LOG("indmtx%d: scale=%d, mat=(%d %d %d; %d %d %d)", matrixidx, scale,
bpmem.indmtx[matrixidx].col0.ma, bpmem.indmtx[matrixidx].col1.mc,
bpmem.indmtx[matrixidx].col2.me, bpmem.indmtx[matrixidx].col0.mb,
bpmem.indmtx[matrixidx].col1.md, bpmem.indmtx[matrixidx].col2.mf);
}
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] = 1;
break;
case TEV_ZTEX_TYPE_U16:
constants.zbias[0][0] = 1;
constants.zbias[0][1] = 0;
constants.zbias[0][2] = 0;
constants.zbias[0][3] = 256;
break;
case TEV_ZTEX_TYPE_U24:
constants.zbias[0][0] = 65536;
constants.zbias[0][1] = 256;
constants.zbias[0][2] = 1;
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) * 128.0f;
constants.texdims[texmapid][3] = (float)(tc.t.scale_minus_1 + 1) * 128.0f;
dirty = true;
}
void PixelShaderManager::SetFogColorChanged()
{
if (g_ActiveConfig.bDisableFog)
return;
constants.fogcolor[0] = bpmem.fog.color.r;
constants.fogcolor[1] = bpmem.fog.color.g;
constants.fogcolor[2] = bpmem.fog.color.b;
dirty = true;
}
void PixelShaderManager::SetFogParamChanged()
{
if (!g_ActiveConfig.bDisableFog)
{
constants.fogf[1][0] = bpmem.fog.a.GetA();
constants.fogi[1] = bpmem.fog.b_magnitude;
constants.fogf[1][2] = bpmem.fog.c_proj_fsel.GetC();
constants.fogi[3] = bpmem.fog.b_shift;
}
else
{
constants.fogf[1][0] = 0.f;
constants.fogi[1] = 1;
constants.fogf[1][2] = 0.f;
constants.fogi[3] = 1;
}
dirty = true;
}
void PixelShaderManager::SetFogRangeAdjustChanged()
{
if (g_ActiveConfig.bDisableFog)
return;
s_bFogRangeAdjustChanged = true;
}
void PixelShaderManager::DoState(PointerWrap& p)
{
p.Do(s_bFogRangeAdjustChanged);
p.Do(s_bViewPortChanged);
p.Do(constants);
if (p.GetMode() == PointerWrap::MODE_READ)
{
// Fixup the current state from global GPU state
// NOTE: This requires that all GPU memory has been loaded already.
Dirty();
}
}