dolphin/Source/Core/VideoCommon/VertexShaderManager.cpp

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// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/VertexShaderManager.h"
#include <array>
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#include <cmath>
#include <cstring>
#include <iterator>
#include "Common/BitSet.h"
#include "Common/ChunkFile.h"
#include "Common/CommonTypes.h"
#include "Common/Config/Config.h"
#include "Common/Logging/Log.h"
#include "Common/Matrix.h"
#include "Core/Config/GraphicsSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/CPMemory.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/FreeLookCamera.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionData.h"
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#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
#include "VideoCommon/XFStateManager.h"
void VertexShaderManager::Init()
{
// Initialize state tracking variables
m_projection_graphics_mod_change = false;
constants = {};
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// TODO: should these go inside ResetView()?
m_viewport_correction = Common::Matrix44::Identity();
m_projection_matrix = Common::Matrix44::Identity().data;
dirty = true;
}
Common::Matrix44 VertexShaderManager::LoadProjectionMatrix()
{
const auto& rawProjection = xfmem.projection.rawProjection;
switch (xfmem.projection.type)
{
case ProjectionType::Perspective:
{
const Common::Vec2 fov_multiplier = g_freelook_camera.IsActive() ?
g_freelook_camera.GetFieldOfViewMultiplier() :
Common::Vec2{1, 1};
m_projection_matrix[0] = rawProjection[0] * g_ActiveConfig.fAspectRatioHackW * fov_multiplier.x;
m_projection_matrix[1] = 0.0f;
m_projection_matrix[2] = rawProjection[1] * g_ActiveConfig.fAspectRatioHackW * fov_multiplier.x;
m_projection_matrix[3] = 0.0f;
m_projection_matrix[4] = 0.0f;
m_projection_matrix[5] = rawProjection[2] * g_ActiveConfig.fAspectRatioHackH * fov_multiplier.y;
m_projection_matrix[6] = rawProjection[3] * g_ActiveConfig.fAspectRatioHackH * fov_multiplier.y;
m_projection_matrix[7] = 0.0f;
m_projection_matrix[8] = 0.0f;
m_projection_matrix[9] = 0.0f;
m_projection_matrix[10] = rawProjection[4];
m_projection_matrix[11] = rawProjection[5];
m_projection_matrix[12] = 0.0f;
m_projection_matrix[13] = 0.0f;
m_projection_matrix[14] = -1.0f;
m_projection_matrix[15] = 0.0f;
g_stats.gproj = m_projection_matrix;
}
break;
case ProjectionType::Orthographic:
{
m_projection_matrix[0] = rawProjection[0];
m_projection_matrix[1] = 0.0f;
m_projection_matrix[2] = 0.0f;
m_projection_matrix[3] = rawProjection[1];
m_projection_matrix[4] = 0.0f;
m_projection_matrix[5] = rawProjection[2];
m_projection_matrix[6] = 0.0f;
m_projection_matrix[7] = rawProjection[3];
m_projection_matrix[8] = 0.0f;
m_projection_matrix[9] = 0.0f;
m_projection_matrix[10] = rawProjection[4];
m_projection_matrix[11] = rawProjection[5];
m_projection_matrix[12] = 0.0f;
m_projection_matrix[13] = 0.0f;
m_projection_matrix[14] = 0.0f;
m_projection_matrix[15] = 1.0f;
g_stats.g2proj = m_projection_matrix;
g_stats.proj = rawProjection;
}
break;
default:
ERROR_LOG_FMT(VIDEO, "Unknown projection type: {}", xfmem.projection.type);
}
PRIM_LOG("Projection: {} {} {} {} {} {}", rawProjection[0], rawProjection[1], rawProjection[2],
rawProjection[3], rawProjection[4], rawProjection[5]);
auto corrected_matrix = m_viewport_correction * Common::Matrix44::FromArray(m_projection_matrix);
if (g_freelook_camera.IsActive() && xfmem.projection.type == ProjectionType::Perspective)
corrected_matrix *= g_freelook_camera.GetView();
g_freelook_camera.GetController()->SetClean();
return corrected_matrix;
}
void VertexShaderManager::SetProjectionMatrix(XFStateManager& xf_state_manager)
{
if (xf_state_manager.DidProjectionChange() || g_freelook_camera.GetController()->IsDirty())
{
xf_state_manager.ResetProjection();
auto corrected_matrix = LoadProjectionMatrix();
memcpy(constants.projection.data(), corrected_matrix.data.data(), 4 * sizeof(float4));
}
}
bool VertexShaderManager::UseVertexDepthRange()
{
// We can't compute the depth range in the vertex shader if we don't support depth clamp.
if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
return false;
// We need a full depth range if a ztexture is used.
if (bpmem.ztex2.op != ZTexOp::Disabled && !bpmem.zcontrol.early_ztest)
return true;
// If an inverted depth range is unsupported, we also need to check if the range is inverted.
if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange && xfmem.viewport.zRange < 0.0f)
return true;
// If an oversized depth range or a ztexture is used, we need to calculate the depth range
// in the vertex shader.
return fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f;
}
Added the StretchToFit option to the config menu in the OpenGL plugin. This fixes the blackness in SSBM. I also added a keep aspect ratio option, it will keep your aspect ratio at 4:3, but then SSBM will have the blackness problem again. You find the options under the Enhancements window in the OpenGL configuration. I also added a wx debugging window for the OpenGL plugin. I connected it to the old console window that was in the plugin. Other than that it doesn't do anything at the moment but it could be useful to show all the current important information and parameter statuses and so on. Again there's a problem with wx windows collisions. Show() can't be used because then DLL_PROCESS_DETACH is called immediately after the window is opened, and if we open it with ShowModal() before we have loaded a game the main video window will be blocked. And we can't pass on any variables from a DllDebugger() that is called when Dolphin is started because the dll is reloaded and lose all variables sometime before a game is loaded. So we can't auto open the window that way. So I made the debugging window open as a game is loaded if it is enabled in the ini, the downside is that the ini setting will open the window even if we are not opening Dolphin with the -d flag. However, this will only affect people that have used the debugger at least once so in my opinion this is the most convenient solution. But feel free to come up with a better solution. Preferably some solution to how to use Show() and preventing DLL_PROCESS_DETACH to be called. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@812 8ced0084-cf51-0410-be5f-012b33b47a6e
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// Syncs the shader constant buffers with xfmem
// TODO: A cleaner way to control the matrices without making a mess in the parameters field
void VertexShaderManager::SetConstants(const std::vector<std::string>& textures,
XFStateManager& xf_state_manager)
{
if (constants.missing_color_hex != g_ActiveConfig.iMissingColorValue)
{
const float a = (g_ActiveConfig.iMissingColorValue) & 0xFF;
const float b = (g_ActiveConfig.iMissingColorValue >> 8) & 0xFF;
const float g = (g_ActiveConfig.iMissingColorValue >> 16) & 0xFF;
const float r = (g_ActiveConfig.iMissingColorValue >> 24) & 0xFF;
constants.missing_color_hex = g_ActiveConfig.iMissingColorValue;
constants.missing_color_value = {r / 255, g / 255, b / 255, a / 255};
dirty = true;
}
const auto per_vertex_transform_matrix_changes =
xf_state_manager.GetPerVertexTransformMatrixChanges();
if (per_vertex_transform_matrix_changes[0] >= 0)
{
int startn = per_vertex_transform_matrix_changes[0] / 4;
int endn = (per_vertex_transform_matrix_changes[1] + 3) / 4;
memcpy(constants.transformmatrices[startn].data(), &xfmem.posMatrices[startn * 4],
(endn - startn) * sizeof(float4));
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dirty = true;
xf_state_manager.ResetPerVertexTransformMatrixChanges();
}
const auto per_vertex_normal_matrices_changed =
xf_state_manager.GetPerVertexNormalMatrixChanges();
if (per_vertex_normal_matrices_changed[0] >= 0)
{
int startn = per_vertex_normal_matrices_changed[0] / 3;
int endn = (per_vertex_normal_matrices_changed[1] + 2) / 3;
for (int i = startn; i < endn; i++)
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{
memcpy(constants.normalmatrices[i].data(), &xfmem.normalMatrices[3 * i], 12);
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}
dirty = true;
xf_state_manager.ResetPerVertexNormalMatrixChanges();
}
const auto post_transform_matrices_changed = xf_state_manager.GetPostTransformMatrixChanges();
if (post_transform_matrices_changed[0] >= 0)
{
int startn = post_transform_matrices_changed[0] / 4;
int endn = (post_transform_matrices_changed[1] + 3) / 4;
memcpy(constants.posttransformmatrices[startn].data(), &xfmem.postMatrices[startn * 4],
(endn - startn) * sizeof(float4));
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dirty = true;
xf_state_manager.ResetPostTransformMatrixChanges();
}
const auto light_changes = xf_state_manager.GetLightsChanged();
if (light_changes[0] >= 0)
{
// TODO: Outdated comment
// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
const int istart = light_changes[0] / 0x10;
const int iend = (light_changes[1] + 15) / 0x10;
for (int i = istart; i < iend; ++i)
{
const Light& light = xfmem.lights[i];
VertexShaderConstants::Light& dstlight = constants.lights[i];
// xfmem.light.color is packed as abgr in u8[4], so we have to swap the order
dstlight.color[0] = light.color[3];
dstlight.color[1] = light.color[2];
dstlight.color[2] = light.color[1];
dstlight.color[3] = light.color[0];
dstlight.cosatt[0] = light.cosatt[0];
dstlight.cosatt[1] = light.cosatt[1];
dstlight.cosatt[2] = light.cosatt[2];
if (fabs(light.distatt[0]) < 0.00001f && fabs(light.distatt[1]) < 0.00001f &&
fabs(light.distatt[2]) < 0.00001f)
{
// dist attenuation, make sure not equal to 0!!!
dstlight.distatt[0] = .00001f;
}
else
{
dstlight.distatt[0] = light.distatt[0];
}
dstlight.distatt[1] = light.distatt[1];
dstlight.distatt[2] = light.distatt[2];
dstlight.pos[0] = light.dpos[0];
dstlight.pos[1] = light.dpos[1];
dstlight.pos[2] = light.dpos[2];
// TODO: Hardware testing is needed to confirm that this normalization is correct
auto sanitize = [](float f) {
if (std::isnan(f))
return 0.0f;
else if (std::isinf(f))
return f > 0.0f ? 1.0f : -1.0f;
else
return f;
};
double norm = double(light.ddir[0]) * double(light.ddir[0]) +
double(light.ddir[1]) * double(light.ddir[1]) +
double(light.ddir[2]) * double(light.ddir[2]);
norm = 1.0 / sqrt(norm);
dstlight.dir[0] = sanitize(static_cast<float>(light.ddir[0] * norm));
dstlight.dir[1] = sanitize(static_cast<float>(light.ddir[1] * norm));
dstlight.dir[2] = sanitize(static_cast<float>(light.ddir[2] * norm));
}
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dirty = true;
xf_state_manager.ResetLightsChanged();
}
for (int i : xf_state_manager.GetMaterialChanges())
{
u32 data = i >= 2 ? xfmem.matColor[i - 2] : xfmem.ambColor[i];
constants.materials[i][0] = (data >> 24) & 0xFF;
constants.materials[i][1] = (data >> 16) & 0xFF;
constants.materials[i][2] = (data >> 8) & 0xFF;
constants.materials[i][3] = data & 0xFF;
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dirty = true;
}
xf_state_manager.ResetMaterialChanges();
if (xf_state_manager.DidPosNormalChange())
{
xf_state_manager.ResetPosNormalChange();
const float* pos = &xfmem.posMatrices[g_main_cp_state.matrix_index_a.PosNormalMtxIdx * 4];
const float* norm =
&xfmem.normalMatrices[3 * (g_main_cp_state.matrix_index_a.PosNormalMtxIdx & 31)];
memcpy(constants.posnormalmatrix.data(), pos, 3 * sizeof(float4));
memcpy(constants.posnormalmatrix[3].data(), norm, 3 * sizeof(float));
memcpy(constants.posnormalmatrix[4].data(), norm + 3, 3 * sizeof(float));
memcpy(constants.posnormalmatrix[5].data(), norm + 6, 3 * sizeof(float));
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dirty = true;
}
if (xf_state_manager.DidTexMatrixAChange())
{
xf_state_manager.ResetTexMatrixAChange();
const std::array<const float*, 4> pos_matrix_ptrs{
&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex0MtxIdx * 4],
&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex1MtxIdx * 4],
&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex2MtxIdx * 4],
&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex3MtxIdx * 4],
};
for (size_t i = 0; i < pos_matrix_ptrs.size(); ++i)
{
memcpy(constants.texmatrices[3 * i].data(), pos_matrix_ptrs[i], 3 * sizeof(float4));
}
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dirty = true;
}
if (xf_state_manager.DidTexMatrixBChange())
{
xf_state_manager.ResetTexMatrixBChange();
const std::array<const float*, 4> pos_matrix_ptrs{
&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex4MtxIdx * 4],
&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex5MtxIdx * 4],
&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex6MtxIdx * 4],
&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex7MtxIdx * 4],
};
for (size_t i = 0; i < pos_matrix_ptrs.size(); ++i)
{
memcpy(constants.texmatrices[3 * i + 12].data(), pos_matrix_ptrs[i], 3 * sizeof(float4));
}
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dirty = true;
}
if (xf_state_manager.DidViewportChange())
{
xf_state_manager.ResetViewportChange();
// The console GPU places the pixel center at 7/12 unless antialiasing
// is enabled, while D3D and OpenGL place it at 0.5. See the comment
// in VertexShaderGen.cpp for details.
// NOTE: If we ever emulate antialiasing, the sample locations set by
// BP registers 0x01-0x04 need to be considered here.
const float pixel_center_correction = 7.0f / 12.0f - 0.5f;
const bool bUseVertexRounding = g_ActiveConfig.UseVertexRounding();
const float viewport_width = bUseVertexRounding ?
(2.f * xfmem.viewport.wd) :
g_framebuffer_manager->EFBToScaledXf(2.f * xfmem.viewport.wd);
const float viewport_height = bUseVertexRounding ?
(2.f * xfmem.viewport.ht) :
g_framebuffer_manager->EFBToScaledXf(2.f * xfmem.viewport.ht);
const float pixel_size_x = 2.f / viewport_width;
const float pixel_size_y = 2.f / viewport_height;
constants.pixelcentercorrection[0] = pixel_center_correction * pixel_size_x;
constants.pixelcentercorrection[1] = pixel_center_correction * pixel_size_y;
// By default we don't change the depth value at all in the vertex shader.
constants.pixelcentercorrection[2] = 1.0f;
constants.pixelcentercorrection[3] = 0.0f;
constants.viewport[0] = (2.f * xfmem.viewport.wd);
constants.viewport[1] = (2.f * xfmem.viewport.ht);
if (UseVertexDepthRange())
{
// Oversized depth ranges are handled in the vertex shader. We need to reverse
// the far value to use the reversed-Z trick.
if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
{
// Sometimes the console also tries to use the reversed-Z trick. We can only do
// that with the expected accuracy if the backend can reverse the depth range.
constants.pixelcentercorrection[2] = fabs(xfmem.viewport.zRange) / 16777215.0f;
if (xfmem.viewport.zRange < 0.0f)
constants.pixelcentercorrection[3] = xfmem.viewport.farZ / 16777215.0f;
else
constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
}
else
{
// For backends that don't support reversing the depth range we can still render
// cases where the console uses the reversed-Z trick. But we simply can't provide
// the expected accuracy, which might result in z-fighting.
constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f;
constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
}
}
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dirty = true;
BPFunctions::SetScissorAndViewport();
g_stats.AddScissorRect();
}
std::vector<GraphicsModAction*> projection_actions;
if (g_ActiveConfig.bGraphicMods)
{
for (const auto& action : g_graphics_mod_manager->GetProjectionActions(xfmem.projection.type))
{
projection_actions.push_back(action);
}
for (const auto& texture : textures)
{
for (const auto& action :
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g_graphics_mod_manager->GetProjectionTextureActions(xfmem.projection.type, texture))
{
projection_actions.push_back(action);
}
}
}
if (xf_state_manager.DidProjectionChange() || g_freelook_camera.GetController()->IsDirty() ||
!projection_actions.empty() || m_projection_graphics_mod_change)
{
xf_state_manager.ResetProjection();
m_projection_graphics_mod_change = !projection_actions.empty();
auto corrected_matrix = LoadProjectionMatrix();
GraphicsModActionData::Projection projection{&corrected_matrix};
for (const auto& action : projection_actions)
{
action->OnProjection(&projection);
}
memcpy(constants.projection.data(), corrected_matrix.data.data(), 4 * sizeof(float4));
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dirty = true;
}
if (xf_state_manager.DidTexMatrixInfoChange())
{
xf_state_manager.ResetTexMatrixInfoChange();
constants.xfmem_dualTexInfo = xfmem.dualTexTrans.enabled;
for (size_t i = 0; i < std::size(xfmem.texMtxInfo); i++)
constants.xfmem_pack1[i][0] = xfmem.texMtxInfo[i].hex;
for (size_t i = 0; i < std::size(xfmem.postMtxInfo); i++)
constants.xfmem_pack1[i][1] = xfmem.postMtxInfo[i].hex;
dirty = true;
}
if (xf_state_manager.DidLightingConfigChange())
{
xf_state_manager.ResetLightingConfigChange();
for (size_t i = 0; i < 2; i++)
{
constants.xfmem_pack1[i][2] = xfmem.color[i].hex;
constants.xfmem_pack1[i][3] = xfmem.alpha[i].hex;
}
constants.xfmem_numColorChans = xfmem.numChan.numColorChans;
dirty = true;
}
}
void VertexShaderManager::TransformToClipSpace(const float* data, float* out, u32 MtxIdx)
{
const float* world_matrix = &xfmem.posMatrices[(MtxIdx & 0x3f) * 4];
// We use the projection matrix calculated by VertexShaderManager, because it
// includes any free look transformations.
// Make sure VertexShaderManager::SetConstants() has been called first.
const float* proj_matrix = &m_projection_matrix[0];
const float t[3] = {data[0] * world_matrix[0] + data[1] * world_matrix[1] +
data[2] * world_matrix[2] + world_matrix[3],
data[0] * world_matrix[4] + data[1] * world_matrix[5] +
data[2] * world_matrix[6] + world_matrix[7],
data[0] * world_matrix[8] + data[1] * world_matrix[9] +
data[2] * world_matrix[10] + world_matrix[11]};
out[0] = t[0] * proj_matrix[0] + t[1] * proj_matrix[1] + t[2] * proj_matrix[2] + proj_matrix[3];
out[1] = t[0] * proj_matrix[4] + t[1] * proj_matrix[5] + t[2] * proj_matrix[6] + proj_matrix[7];
out[2] = t[0] * proj_matrix[8] + t[1] * proj_matrix[9] + t[2] * proj_matrix[10] + proj_matrix[11];
out[3] =
t[0] * proj_matrix[12] + t[1] * proj_matrix[13] + t[2] * proj_matrix[14] + proj_matrix[15];
}
void VertexShaderManager::DoState(PointerWrap& p)
{
p.DoArray(m_projection_matrix);
p.Do(m_viewport_correction);
g_freelook_camera.DoState(p);
p.Do(constants);
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if (p.IsReadMode())
{
dirty = true;
}
}