mirror of
https://github.com/libretro/parallel-gx1.git
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164 lines
4.4 KiB
C++
164 lines
4.4 KiB
C++
// Copyright 2014 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/GeometryShaderManager.h"
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#include "Common/ChunkFile.h"
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#include "Common/CommonTypes.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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#ifdef __LIBRETRO__
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#include <cmath>
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#include "VideoCommon/VertexShaderManager.h"
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#endif
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static constexpr int LINE_PT_TEX_OFFSETS[8] = {0, 16, 8, 4, 2, 1, 1, 1};
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void GeometryShaderManager::Init()
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{
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constants = {};
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// Init any initial constants which aren't zero when bpmem is zero.
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SetViewportChanged();
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SetProjectionChanged();
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dirty = true;
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}
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void GeometryShaderManager::Dirty()
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{
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// This function is called after a savestate is loaded.
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// Any constants that can changed based on settings should be re-calculated
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m_projection_changed = true;
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// Uses EFB scale config
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SetLinePtWidthChanged();
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dirty = true;
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}
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void GeometryShaderManager::SetVSExpand(VSExpand expand)
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{
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if (constants.vs_expand != expand)
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{
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constants.vs_expand = expand;
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dirty = true;
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}
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}
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void GeometryShaderManager::SetConstants(PrimitiveType prim)
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{
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if (m_projection_changed && g_ActiveConfig.stereo_mode != StereoMode::Off)
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{
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m_projection_changed = false;
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if (xfmem.projection.type == ProjectionType::Perspective)
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{
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const float offset = g_ActiveConfig.stereo_depth;
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constants.stereoparams[0] = g_ActiveConfig.bStereoSwapEyes ? offset : -offset;
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constants.stereoparams[1] = g_ActiveConfig.bStereoSwapEyes ? -offset : offset;
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}
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else
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{
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constants.stereoparams[0] = constants.stereoparams[1] = 0;
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}
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constants.stereoparams[2] = g_ActiveConfig.stereo_convergence;
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#ifdef __LIBRETRO__
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if (g_libretro_vr_camera.applied)
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{
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// Move each eye onto its own headset frustum as well as separating it. The shader adds
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// hoffset * (w - convergence), so scaling the convergence keeps the separation's constant
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// term while hoffset gains the frustum offset.
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const float offset = g_ActiveConfig.stereo_depth;
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const float eye_offset = g_libretro_vr_camera.eye_offset_x;
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const float left = eye_offset - offset;
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constants.stereoparams[0] = left;
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constants.stereoparams[1] = -left;
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constants.stereoparams[2] =
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std::abs(left) > 1e-6f ? g_ActiveConfig.stereo_convergence * -offset / left : 0.0f;
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}
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else if (g_libretro_vr_camera.screen_applied)
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{
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// 2D has w = 1, so this moves each eye's copy of the screen onto its own frustum. Both
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// eyes then see it in the same direction.
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const float eye_offset = g_libretro_vr_camera.eye_offset_x;
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constants.stereoparams[0] = eye_offset;
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constants.stereoparams[1] = -eye_offset;
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constants.stereoparams[2] = 0.0f;
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}
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#endif
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dirty = true;
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}
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if (g_ActiveConfig.UseVSForLinePointExpand())
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{
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if (prim == PrimitiveType::Points)
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SetVSExpand(VSExpand::Point);
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else if (prim == PrimitiveType::Lines)
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SetVSExpand(VSExpand::Line);
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else
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SetVSExpand(VSExpand::None);
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}
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if (m_viewport_changed)
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{
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m_viewport_changed = false;
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constants.lineptparams[0] = 2.0f * xfmem.viewport.wd;
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constants.lineptparams[1] = -2.0f * xfmem.viewport.ht;
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dirty = true;
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}
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}
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void GeometryShaderManager::SetViewportChanged()
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{
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m_viewport_changed = true;
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}
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void GeometryShaderManager::SetProjectionChanged()
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{
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m_projection_changed = true;
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}
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void GeometryShaderManager::SetLinePtWidthChanged()
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{
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constants.lineptparams[2] = bpmem.lineptwidth.linesize / 6.f;
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constants.lineptparams[3] = bpmem.lineptwidth.pointsize / 6.f;
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constants.texoffset[2] = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.lineoff];
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constants.texoffset[3] = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.pointoff];
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dirty = true;
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}
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void GeometryShaderManager::SetTexCoordChanged(u8 texmapid)
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{
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TCoordInfo& tc = bpmem.texcoords[texmapid];
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int bitmask = 1 << texmapid;
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constants.texoffset[0] &= ~bitmask;
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constants.texoffset[0] |= tc.s.line_offset << texmapid;
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constants.texoffset[1] &= ~bitmask;
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constants.texoffset[1] |= tc.s.point_offset << texmapid;
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dirty = true;
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}
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void GeometryShaderManager::DoState(PointerWrap& p)
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{
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p.Do(m_projection_changed);
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p.Do(m_viewport_changed);
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p.Do(constants);
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if (p.IsReadMode())
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{
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// Fixup the current state from global GPU state
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// NOTE: This requires that all GPU memory has been loaded already.
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Dirty();
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}
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}
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