mirror of
https://github.com/dolphin-emu/dolphin.git
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d4337eebde
Makes the global variable follow our convention of prefixing g_ on global variables to make it obvious in surrounding code that it's not a local variable.
698 lines
24 KiB
C++
698 lines
24 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoCommon/VertexShaderManager.h"
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#include <array>
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#include <cmath>
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#include <cstring>
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#include <iterator>
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#include "Common/BitSet.h"
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#include "Common/ChunkFile.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/Matrix.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/CPMemory.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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alignas(16) static std::array<float, 16> g_fProjectionMatrix;
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// track changes
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static std::array<bool, 2> bTexMatricesChanged;
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static bool bPosNormalMatrixChanged;
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static bool bProjectionChanged;
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static bool bViewportChanged;
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static bool bTexMtxInfoChanged;
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static bool bLightingConfigChanged;
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static BitSet32 nMaterialsChanged;
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static std::array<int, 2> nTransformMatricesChanged; // min,max
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static std::array<int, 2> nNormalMatricesChanged; // min,max
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static std::array<int, 2> nPostTransformMatricesChanged; // min,max
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static std::array<int, 2> nLightsChanged; // min,max
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static Common::Matrix44 s_viewportCorrection;
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static Common::Matrix44 s_freelook_matrix;
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VertexShaderConstants VertexShaderManager::constants;
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bool VertexShaderManager::dirty;
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// Viewport correction:
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// In D3D, the viewport rectangle must fit within the render target.
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// Say you want a viewport at (ix, iy) with size (iw, ih),
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// but your viewport must be clamped at (ax, ay) with size (aw, ah).
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// Just multiply the projection matrix with the following to get the same
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// effect:
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// [ (iw/aw) 0 0 ((iw - 2*(ax-ix)) / aw - 1) ]
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// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
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// [ 0 0 1 0 ]
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// [ 0 0 0 1 ]
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static void ViewportCorrectionMatrix(Common::Matrix44& result)
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{
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int scissorXOff = bpmem.scissorOffset.x * 2;
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int scissorYOff = bpmem.scissorOffset.y * 2;
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// TODO: ceil, floor or just cast to int?
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// TODO: Directly use the floats instead of rounding them?
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float intendedX = xfmem.viewport.xOrig - xfmem.viewport.wd - scissorXOff;
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float intendedY = xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff;
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float intendedWd = 2.0f * xfmem.viewport.wd;
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float intendedHt = -2.0f * xfmem.viewport.ht;
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if (intendedWd < 0.f)
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{
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intendedX += intendedWd;
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intendedWd = -intendedWd;
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}
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if (intendedHt < 0.f)
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{
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intendedY += intendedHt;
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intendedHt = -intendedHt;
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}
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// fit to EFB size
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float X = (intendedX >= 0.f) ? intendedX : 0.f;
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float Y = (intendedY >= 0.f) ? intendedY : 0.f;
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float Wd = (X + intendedWd <= EFB_WIDTH) ? intendedWd : (EFB_WIDTH - X);
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float Ht = (Y + intendedHt <= EFB_HEIGHT) ? intendedHt : (EFB_HEIGHT - Y);
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result = Common::Matrix44::Identity();
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if (Wd == 0 || Ht == 0)
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return;
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result.data[4 * 0 + 0] = intendedWd / Wd;
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result.data[4 * 0 + 3] = (intendedWd - 2.f * (X - intendedX)) / Wd - 1.f;
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result.data[4 * 1 + 1] = intendedHt / Ht;
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result.data[4 * 1 + 3] = (-intendedHt + 2.f * (Y - intendedY)) / Ht + 1.f;
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}
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void VertexShaderManager::Init()
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{
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// Initialize state tracking variables
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nTransformMatricesChanged.fill(-1);
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nNormalMatricesChanged.fill(-1);
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nPostTransformMatricesChanged.fill(-1);
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nLightsChanged.fill(-1);
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nMaterialsChanged = BitSet32(0);
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bTexMatricesChanged.fill(false);
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bPosNormalMatrixChanged = false;
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bProjectionChanged = true;
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bViewportChanged = false;
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bTexMtxInfoChanged = false;
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bLightingConfigChanged = false;
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std::memset(static_cast<void*>(&xfmem), 0, sizeof(xfmem));
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constants = {};
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ResetView();
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// TODO: should these go inside ResetView()?
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s_viewportCorrection = Common::Matrix44::Identity();
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g_fProjectionMatrix = Common::Matrix44::Identity().data;
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dirty = true;
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}
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void VertexShaderManager::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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bProjectionChanged = true;
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dirty = true;
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}
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// Syncs the shader constant buffers with xfmem
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// TODO: A cleaner way to control the matrices without making a mess in the parameters field
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void VertexShaderManager::SetConstants()
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{
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if (nTransformMatricesChanged[0] >= 0)
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{
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int startn = nTransformMatricesChanged[0] / 4;
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int endn = (nTransformMatricesChanged[1] + 3) / 4;
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memcpy(constants.transformmatrices[startn].data(), &xfmem.posMatrices[startn * 4],
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(endn - startn) * sizeof(float4));
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dirty = true;
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nTransformMatricesChanged[0] = nTransformMatricesChanged[1] = -1;
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}
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if (nNormalMatricesChanged[0] >= 0)
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{
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int startn = nNormalMatricesChanged[0] / 3;
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int endn = (nNormalMatricesChanged[1] + 2) / 3;
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for (int i = startn; i < endn; i++)
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{
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memcpy(constants.normalmatrices[i].data(), &xfmem.normalMatrices[3 * i], 12);
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}
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dirty = true;
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nNormalMatricesChanged[0] = nNormalMatricesChanged[1] = -1;
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}
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if (nPostTransformMatricesChanged[0] >= 0)
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{
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int startn = nPostTransformMatricesChanged[0] / 4;
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int endn = (nPostTransformMatricesChanged[1] + 3) / 4;
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memcpy(constants.posttransformmatrices[startn].data(), &xfmem.postMatrices[startn * 4],
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(endn - startn) * sizeof(float4));
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dirty = true;
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nPostTransformMatricesChanged[0] = nPostTransformMatricesChanged[1] = -1;
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}
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if (nLightsChanged[0] >= 0)
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{
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// TODO: Outdated comment
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// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
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int istart = nLightsChanged[0] / 0x10;
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int iend = (nLightsChanged[1] + 15) / 0x10;
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for (int i = istart; i < iend; ++i)
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{
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const Light& light = xfmem.lights[i];
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VertexShaderConstants::Light& dstlight = constants.lights[i];
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// xfmem.light.color is packed as abgr in u8[4], so we have to swap the order
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dstlight.color[0] = light.color[3];
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dstlight.color[1] = light.color[2];
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dstlight.color[2] = light.color[1];
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dstlight.color[3] = light.color[0];
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dstlight.cosatt[0] = light.cosatt[0];
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dstlight.cosatt[1] = light.cosatt[1];
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dstlight.cosatt[2] = light.cosatt[2];
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if (fabs(light.distatt[0]) < 0.00001f && fabs(light.distatt[1]) < 0.00001f &&
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fabs(light.distatt[2]) < 0.00001f)
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{
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// dist attenuation, make sure not equal to 0!!!
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dstlight.distatt[0] = .00001f;
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}
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else
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{
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dstlight.distatt[0] = light.distatt[0];
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}
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dstlight.distatt[1] = light.distatt[1];
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dstlight.distatt[2] = light.distatt[2];
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dstlight.pos[0] = light.dpos[0];
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dstlight.pos[1] = light.dpos[1];
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dstlight.pos[2] = light.dpos[2];
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double norm = double(light.ddir[0]) * double(light.ddir[0]) +
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double(light.ddir[1]) * double(light.ddir[1]) +
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double(light.ddir[2]) * double(light.ddir[2]);
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norm = 1.0 / sqrt(norm);
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float norm_float = static_cast<float>(norm);
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dstlight.dir[0] = light.ddir[0] * norm_float;
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dstlight.dir[1] = light.ddir[1] * norm_float;
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dstlight.dir[2] = light.ddir[2] * norm_float;
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}
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dirty = true;
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nLightsChanged[0] = nLightsChanged[1] = -1;
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}
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for (int i : nMaterialsChanged)
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{
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u32 data = i >= 2 ? xfmem.matColor[i - 2] : xfmem.ambColor[i];
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constants.materials[i][0] = (data >> 24) & 0xFF;
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constants.materials[i][1] = (data >> 16) & 0xFF;
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constants.materials[i][2] = (data >> 8) & 0xFF;
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constants.materials[i][3] = data & 0xFF;
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dirty = true;
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}
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nMaterialsChanged = BitSet32(0);
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if (bPosNormalMatrixChanged)
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{
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bPosNormalMatrixChanged = false;
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const float* pos = &xfmem.posMatrices[g_main_cp_state.matrix_index_a.PosNormalMtxIdx * 4];
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const float* norm =
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&xfmem.normalMatrices[3 * (g_main_cp_state.matrix_index_a.PosNormalMtxIdx & 31)];
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memcpy(constants.posnormalmatrix.data(), pos, 3 * sizeof(float4));
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memcpy(constants.posnormalmatrix[3].data(), norm, 3 * sizeof(float));
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memcpy(constants.posnormalmatrix[4].data(), norm + 3, 3 * sizeof(float));
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memcpy(constants.posnormalmatrix[5].data(), norm + 6, 3 * sizeof(float));
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dirty = true;
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}
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if (bTexMatricesChanged[0])
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{
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bTexMatricesChanged[0] = false;
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const std::array<const float*, 4> pos_matrix_ptrs{
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&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex0MtxIdx * 4],
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&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex1MtxIdx * 4],
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&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex2MtxIdx * 4],
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&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex3MtxIdx * 4],
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};
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for (size_t i = 0; i < pos_matrix_ptrs.size(); ++i)
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{
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memcpy(constants.texmatrices[3 * i].data(), pos_matrix_ptrs[i], 3 * sizeof(float4));
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}
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dirty = true;
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}
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if (bTexMatricesChanged[1])
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{
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bTexMatricesChanged[1] = false;
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const std::array<const float*, 4> pos_matrix_ptrs{
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&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex4MtxIdx * 4],
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&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex5MtxIdx * 4],
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&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex6MtxIdx * 4],
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&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex7MtxIdx * 4],
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};
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for (size_t i = 0; i < pos_matrix_ptrs.size(); ++i)
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{
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memcpy(constants.texmatrices[3 * i + 12].data(), pos_matrix_ptrs[i], 3 * sizeof(float4));
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}
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dirty = true;
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}
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if (bViewportChanged)
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{
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bViewportChanged = false;
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// The console GPU places the pixel center at 7/12 unless antialiasing
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// is enabled, while D3D and OpenGL place it at 0.5. See the comment
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// in VertexShaderGen.cpp for details.
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// NOTE: If we ever emulate antialiasing, the sample locations set by
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// BP registers 0x01-0x04 need to be considered here.
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const float pixel_center_correction = 7.0f / 12.0f - 0.5f;
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const bool bUseVertexRounding = g_ActiveConfig.bVertexRounding && g_ActiveConfig.iEFBScale != 1;
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const float viewport_width = bUseVertexRounding ?
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(2.f * xfmem.viewport.wd) :
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g_renderer->EFBToScaledXf(2.f * xfmem.viewport.wd);
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const float viewport_height = bUseVertexRounding ?
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(2.f * xfmem.viewport.ht) :
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g_renderer->EFBToScaledXf(2.f * xfmem.viewport.ht);
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const float pixel_size_x = 2.f / viewport_width;
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const float pixel_size_y = 2.f / viewport_height;
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constants.pixelcentercorrection[0] = pixel_center_correction * pixel_size_x;
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constants.pixelcentercorrection[1] = pixel_center_correction * pixel_size_y;
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// By default we don't change the depth value at all in the vertex shader.
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constants.pixelcentercorrection[2] = 1.0f;
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constants.pixelcentercorrection[3] = 0.0f;
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constants.viewport[0] = (2.f * xfmem.viewport.wd);
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constants.viewport[1] = (2.f * xfmem.viewport.ht);
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if (g_renderer->UseVertexDepthRange())
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{
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// Oversized depth ranges are handled in the vertex shader. We need to reverse
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// the far value to use the reversed-Z trick.
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if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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{
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// Sometimes the console also tries to use the reversed-Z trick. We can only do
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// that with the expected accuracy if the backend can reverse the depth range.
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constants.pixelcentercorrection[2] = fabs(xfmem.viewport.zRange) / 16777215.0f;
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if (xfmem.viewport.zRange < 0.0f)
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constants.pixelcentercorrection[3] = xfmem.viewport.farZ / 16777215.0f;
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else
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constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
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}
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else
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{
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// For backends that don't support reversing the depth range we can still render
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// cases where the console uses the reversed-Z trick. But we simply can't provide
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// the expected accuracy, which might result in z-fighting.
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constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f;
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constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
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}
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}
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dirty = true;
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BPFunctions::SetViewport();
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// Update projection if the viewport isn't 1:1 useable
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if (!g_ActiveConfig.backend_info.bSupportsOversizedViewports)
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{
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ViewportCorrectionMatrix(s_viewportCorrection);
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bProjectionChanged = true;
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}
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}
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if (bProjectionChanged)
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{
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bProjectionChanged = false;
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const auto& rawProjection = xfmem.projection.rawProjection;
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switch (xfmem.projection.type)
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{
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case GX_PERSPECTIVE:
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g_fProjectionMatrix[0] = rawProjection[0] * g_ActiveConfig.fAspectRatioHackW;
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g_fProjectionMatrix[1] = 0.0f;
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g_fProjectionMatrix[2] = rawProjection[1] * g_ActiveConfig.fAspectRatioHackW;
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g_fProjectionMatrix[3] = 0.0f;
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g_fProjectionMatrix[4] = 0.0f;
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g_fProjectionMatrix[5] = rawProjection[2] * g_ActiveConfig.fAspectRatioHackH;
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g_fProjectionMatrix[6] = rawProjection[3] * g_ActiveConfig.fAspectRatioHackH;
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g_fProjectionMatrix[7] = 0.0f;
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g_fProjectionMatrix[8] = 0.0f;
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g_fProjectionMatrix[9] = 0.0f;
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g_fProjectionMatrix[10] = rawProjection[4];
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g_fProjectionMatrix[11] = rawProjection[5];
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g_fProjectionMatrix[12] = 0.0f;
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g_fProjectionMatrix[13] = 0.0f;
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g_fProjectionMatrix[14] = -1.0f;
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g_fProjectionMatrix[15] = 0.0f;
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g_stats.gproj = g_fProjectionMatrix;
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break;
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case GX_ORTHOGRAPHIC:
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g_fProjectionMatrix[0] = rawProjection[0];
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g_fProjectionMatrix[1] = 0.0f;
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g_fProjectionMatrix[2] = 0.0f;
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g_fProjectionMatrix[3] = rawProjection[1];
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g_fProjectionMatrix[4] = 0.0f;
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g_fProjectionMatrix[5] = rawProjection[2];
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g_fProjectionMatrix[6] = 0.0f;
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g_fProjectionMatrix[7] = rawProjection[3];
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g_fProjectionMatrix[8] = 0.0f;
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g_fProjectionMatrix[9] = 0.0f;
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g_fProjectionMatrix[10] = rawProjection[4];
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g_fProjectionMatrix[11] = rawProjection[5];
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g_fProjectionMatrix[12] = 0.0f;
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g_fProjectionMatrix[13] = 0.0f;
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g_fProjectionMatrix[14] = 0.0f;
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g_fProjectionMatrix[15] = 1.0f;
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g_stats.g2proj = g_fProjectionMatrix;
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g_stats.proj = rawProjection;
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break;
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default:
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ERROR_LOG(VIDEO, "Unknown projection type: %d", xfmem.projection.type);
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}
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PRIM_LOG("Projection: %f %f %f %f %f %f", rawProjection[0], rawProjection[1], rawProjection[2],
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rawProjection[3], rawProjection[4], rawProjection[5]);
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auto corrected_matrix = s_viewportCorrection * Common::Matrix44::FromArray(g_fProjectionMatrix);
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if (g_ActiveConfig.bFreeLook && xfmem.projection.type == GX_PERSPECTIVE)
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corrected_matrix *= s_freelook_matrix;
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memcpy(constants.projection.data(), corrected_matrix.data.data(), 4 * sizeof(float4));
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dirty = true;
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}
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if (bTexMtxInfoChanged)
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{
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bTexMtxInfoChanged = false;
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constants.xfmem_dualTexInfo = xfmem.dualTexTrans.enabled;
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for (size_t i = 0; i < std::size(xfmem.texMtxInfo); i++)
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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 (bLightingConfigChanged)
|
|
{
|
|
bLightingConfigChanged = false;
|
|
|
|
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::InvalidateXFRange(int start, int end)
|
|
{
|
|
if (((u32)start >= (u32)g_main_cp_state.matrix_index_a.PosNormalMtxIdx * 4 &&
|
|
(u32)start < (u32)g_main_cp_state.matrix_index_a.PosNormalMtxIdx * 4 + 12) ||
|
|
((u32)start >=
|
|
XFMEM_NORMALMATRICES + ((u32)g_main_cp_state.matrix_index_a.PosNormalMtxIdx & 31) * 3 &&
|
|
(u32)start < XFMEM_NORMALMATRICES +
|
|
((u32)g_main_cp_state.matrix_index_a.PosNormalMtxIdx & 31) * 3 + 9))
|
|
{
|
|
bPosNormalMatrixChanged = true;
|
|
}
|
|
|
|
if (((u32)start >= (u32)g_main_cp_state.matrix_index_a.Tex0MtxIdx * 4 &&
|
|
(u32)start < (u32)g_main_cp_state.matrix_index_a.Tex0MtxIdx * 4 + 12) ||
|
|
((u32)start >= (u32)g_main_cp_state.matrix_index_a.Tex1MtxIdx * 4 &&
|
|
(u32)start < (u32)g_main_cp_state.matrix_index_a.Tex1MtxIdx * 4 + 12) ||
|
|
((u32)start >= (u32)g_main_cp_state.matrix_index_a.Tex2MtxIdx * 4 &&
|
|
(u32)start < (u32)g_main_cp_state.matrix_index_a.Tex2MtxIdx * 4 + 12) ||
|
|
((u32)start >= (u32)g_main_cp_state.matrix_index_a.Tex3MtxIdx * 4 &&
|
|
(u32)start < (u32)g_main_cp_state.matrix_index_a.Tex3MtxIdx * 4 + 12))
|
|
{
|
|
bTexMatricesChanged[0] = true;
|
|
}
|
|
|
|
if (((u32)start >= (u32)g_main_cp_state.matrix_index_b.Tex4MtxIdx * 4 &&
|
|
(u32)start < (u32)g_main_cp_state.matrix_index_b.Tex4MtxIdx * 4 + 12) ||
|
|
((u32)start >= (u32)g_main_cp_state.matrix_index_b.Tex5MtxIdx * 4 &&
|
|
(u32)start < (u32)g_main_cp_state.matrix_index_b.Tex5MtxIdx * 4 + 12) ||
|
|
((u32)start >= (u32)g_main_cp_state.matrix_index_b.Tex6MtxIdx * 4 &&
|
|
(u32)start < (u32)g_main_cp_state.matrix_index_b.Tex6MtxIdx * 4 + 12) ||
|
|
((u32)start >= (u32)g_main_cp_state.matrix_index_b.Tex7MtxIdx * 4 &&
|
|
(u32)start < (u32)g_main_cp_state.matrix_index_b.Tex7MtxIdx * 4 + 12))
|
|
{
|
|
bTexMatricesChanged[1] = true;
|
|
}
|
|
|
|
if (start < XFMEM_POSMATRICES_END)
|
|
{
|
|
if (nTransformMatricesChanged[0] == -1)
|
|
{
|
|
nTransformMatricesChanged[0] = start;
|
|
nTransformMatricesChanged[1] = end > XFMEM_POSMATRICES_END ? XFMEM_POSMATRICES_END : end;
|
|
}
|
|
else
|
|
{
|
|
if (nTransformMatricesChanged[0] > start)
|
|
nTransformMatricesChanged[0] = start;
|
|
|
|
if (nTransformMatricesChanged[1] < end)
|
|
nTransformMatricesChanged[1] = end > XFMEM_POSMATRICES_END ? XFMEM_POSMATRICES_END : end;
|
|
}
|
|
}
|
|
|
|
if (start < XFMEM_NORMALMATRICES_END && end > XFMEM_NORMALMATRICES)
|
|
{
|
|
int _start = start < XFMEM_NORMALMATRICES ? 0 : start - XFMEM_NORMALMATRICES;
|
|
int _end = end < XFMEM_NORMALMATRICES_END ? end - XFMEM_NORMALMATRICES :
|
|
XFMEM_NORMALMATRICES_END - XFMEM_NORMALMATRICES;
|
|
|
|
if (nNormalMatricesChanged[0] == -1)
|
|
{
|
|
nNormalMatricesChanged[0] = _start;
|
|
nNormalMatricesChanged[1] = _end;
|
|
}
|
|
else
|
|
{
|
|
if (nNormalMatricesChanged[0] > _start)
|
|
nNormalMatricesChanged[0] = _start;
|
|
|
|
if (nNormalMatricesChanged[1] < _end)
|
|
nNormalMatricesChanged[1] = _end;
|
|
}
|
|
}
|
|
|
|
if (start < XFMEM_POSTMATRICES_END && end > XFMEM_POSTMATRICES)
|
|
{
|
|
int _start = start < XFMEM_POSTMATRICES ? XFMEM_POSTMATRICES : start - XFMEM_POSTMATRICES;
|
|
int _end = end < XFMEM_POSTMATRICES_END ? end - XFMEM_POSTMATRICES :
|
|
XFMEM_POSTMATRICES_END - XFMEM_POSTMATRICES;
|
|
|
|
if (nPostTransformMatricesChanged[0] == -1)
|
|
{
|
|
nPostTransformMatricesChanged[0] = _start;
|
|
nPostTransformMatricesChanged[1] = _end;
|
|
}
|
|
else
|
|
{
|
|
if (nPostTransformMatricesChanged[0] > _start)
|
|
nPostTransformMatricesChanged[0] = _start;
|
|
|
|
if (nPostTransformMatricesChanged[1] < _end)
|
|
nPostTransformMatricesChanged[1] = _end;
|
|
}
|
|
}
|
|
|
|
if (start < XFMEM_LIGHTS_END && end > XFMEM_LIGHTS)
|
|
{
|
|
int _start = start < XFMEM_LIGHTS ? XFMEM_LIGHTS : start - XFMEM_LIGHTS;
|
|
int _end = end < XFMEM_LIGHTS_END ? end - XFMEM_LIGHTS : XFMEM_LIGHTS_END - XFMEM_LIGHTS;
|
|
|
|
if (nLightsChanged[0] == -1)
|
|
{
|
|
nLightsChanged[0] = _start;
|
|
nLightsChanged[1] = _end;
|
|
}
|
|
else
|
|
{
|
|
if (nLightsChanged[0] > _start)
|
|
nLightsChanged[0] = _start;
|
|
|
|
if (nLightsChanged[1] < _end)
|
|
nLightsChanged[1] = _end;
|
|
}
|
|
}
|
|
}
|
|
|
|
void VertexShaderManager::SetTexMatrixChangedA(u32 Value)
|
|
{
|
|
if (g_main_cp_state.matrix_index_a.Hex != Value)
|
|
{
|
|
g_vertex_manager->Flush();
|
|
if (g_main_cp_state.matrix_index_a.PosNormalMtxIdx != (Value & 0x3f))
|
|
bPosNormalMatrixChanged = true;
|
|
bTexMatricesChanged[0] = true;
|
|
g_main_cp_state.matrix_index_a.Hex = Value;
|
|
}
|
|
}
|
|
|
|
void VertexShaderManager::SetTexMatrixChangedB(u32 Value)
|
|
{
|
|
if (g_main_cp_state.matrix_index_b.Hex != Value)
|
|
{
|
|
g_vertex_manager->Flush();
|
|
bTexMatricesChanged[1] = true;
|
|
g_main_cp_state.matrix_index_b.Hex = Value;
|
|
}
|
|
}
|
|
|
|
void VertexShaderManager::SetViewportChanged()
|
|
{
|
|
bViewportChanged = true;
|
|
}
|
|
|
|
void VertexShaderManager::SetProjectionChanged()
|
|
{
|
|
bProjectionChanged = true;
|
|
}
|
|
|
|
void VertexShaderManager::SetMaterialColorChanged(int index)
|
|
{
|
|
nMaterialsChanged[index] = true;
|
|
}
|
|
|
|
void VertexShaderManager::TranslateView(float x, float y, float z)
|
|
{
|
|
s_freelook_matrix = Common::Matrix44::Translate({x, z, y}) * s_freelook_matrix;
|
|
|
|
bProjectionChanged = true;
|
|
}
|
|
|
|
void VertexShaderManager::RotateView(float x, float y, float z)
|
|
{
|
|
using Common::Matrix33;
|
|
|
|
s_freelook_matrix = Common::Matrix44::FromMatrix33(Matrix33::RotateX(x) * Matrix33::RotateY(y) *
|
|
Matrix33::RotateZ(z)) *
|
|
s_freelook_matrix;
|
|
|
|
bProjectionChanged = true;
|
|
}
|
|
|
|
void VertexShaderManager::ResetView()
|
|
{
|
|
s_freelook_matrix = Common::Matrix44::Identity();
|
|
|
|
bProjectionChanged = true;
|
|
}
|
|
|
|
void VertexShaderManager::SetVertexFormat(u32 components)
|
|
{
|
|
if (components != constants.components)
|
|
{
|
|
constants.components = components;
|
|
dirty = true;
|
|
}
|
|
}
|
|
|
|
void VertexShaderManager::SetTexMatrixInfoChanged(int index)
|
|
{
|
|
// TODO: Should we track this with more precision, like which indices changed?
|
|
// The whole vertex constants are probably going to be uploaded regardless.
|
|
bTexMtxInfoChanged = true;
|
|
}
|
|
|
|
void VertexShaderManager::SetLightingConfigChanged()
|
|
{
|
|
bLightingConfigChanged = 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 = &g_fProjectionMatrix[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(g_fProjectionMatrix);
|
|
p.Do(s_viewportCorrection);
|
|
p.Do(s_freelook_matrix);
|
|
|
|
p.DoArray(nTransformMatricesChanged);
|
|
p.DoArray(nNormalMatricesChanged);
|
|
p.DoArray(nPostTransformMatricesChanged);
|
|
p.DoArray(nLightsChanged);
|
|
|
|
p.Do(nMaterialsChanged);
|
|
p.DoArray(bTexMatricesChanged);
|
|
p.Do(bPosNormalMatrixChanged);
|
|
p.Do(bProjectionChanged);
|
|
p.Do(bViewportChanged);
|
|
p.Do(bTexMtxInfoChanged);
|
|
p.Do(bLightingConfigChanged);
|
|
|
|
p.Do(constants);
|
|
|
|
if (p.GetMode() == PointerWrap::MODE_READ)
|
|
{
|
|
Dirty();
|
|
}
|
|
}
|