コード例 #1
0
ファイル: zerogs.cpp プロジェクト: tsiru/pcsx2
__forceinline void SetFogColor(float4 v)
{
	FUNCLOG
	
	SetShaderCaller("SetFogColor");
	ZZshSetParameter4fv(g_fparamFogColor, v, "g_fParamFogColor");
}
コード例 #2
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// used for transformation from vertex position in GS window.coords (I hope)
// to view coordinates (in range 0, 1).
float4 CRenderTarget::DefaultBitBltPos()
{
	float4 v = float4(1, -1, 0.5f / (float)RW(fbw), 0.5f / (float)RH(fbh));
	v *= 1.0f / 32767.0f;
	ZZshSetParameter4fv(pvsBitBlt.prog, pvsBitBlt.sBitBltPos, v, "g_sBitBltPos");
	return v;
}
コード例 #3
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// Used to transform texture coordinates from GS (when 0,0 is upper left) to
// OpenGL (0,0 - lower left).
float4 CRenderTarget::DefaultBitBltTex()
{
	// I really sure that -0.5 is correct, because OpenGL have no half-offset
	// issue, DirectX known for.
	float4 v = float4(1, -1, 0.5f / (float)RW(fbw), -0.5f / (float)RH(fbh));
	ZZshSetParameter4fv(pvsBitBlt.prog, pvsBitBlt.sBitBltTex, v, "g_sBitBltTex");
	return v;
}
コード例 #4
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void CRenderTarget::SetTarget(int fbplocal, const Rect2& scissor, int context)
{
	FUNCLOG
	int dy = 0;

	if (fbplocal != fbp)
	{
		float4 v;

		// will be rendering to a subregion
		u32 bpp = PSMT_ISHALF(psm) ? 2 : 4;
		assert(((256 / bpp)*(fbplocal - fbp)) % fbw == 0);
		assert(fbplocal >= fbp);

		dy = ((256 / bpp) * (fbplocal - fbp)) / fbw;

		v.x = vposxy.x;
		v.y = vposxy.y;
		v.z = vposxy.z;
		v.w = vposxy.w - dy * 2.0f / (float)fbh;
		ZZshSetParameter4fv(g_vparamPosXY[context], v, "g_fPosXY");
	}
	else
	{
		ZZshSetParameter4fv(g_vparamPosXY[context], vposxy, "g_fPosXY");
	}

	// set render states
	// Bleh. I *really* need to fix this. << 3 when setting the scissors, then >> 3 when using them... --Arcum42
	scissorrect.x = scissor.x0 >> 3;
	scissorrect.y = (scissor.y0 >> 3) + dy;
	scissorrect.w = (scissor.x1 >> 3) + 1;
	scissorrect.h = (scissor.y1 >> 3) + 1 + dy;

	scissorrect.w = min(scissorrect.w, fbw) - scissorrect.x;
	scissorrect.h = min(scissorrect.h, fbh) - scissorrect.y;

	scissorrect.x = RW(scissorrect.x);
	scissorrect.y = RH(scissorrect.y);
	scissorrect.w = RW(scissorrect.w);
	scissorrect.h = RH(scissorrect.h);
}
コード例 #5
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ファイル: ZZoglShadersGLSL4.cpp プロジェクト: adi6190/pcsx2
// The same stuff, but also with retry of param, name should be USED name of param for prog.
void ZZshSetParameter4fvWithRetry(ZZshParameter* param, ZZshShaderLink& prog, const float* v, const char* name) {
	ZZshSetParameter4fv(prog, *param, v, name);
}
コード例 #6
0
// Used sometimes for color 1.
void ZZshDefaultOneColor( FRAGMENTSHADER& ptr ) {
//	return;	
	ShaderHandleName = "Set Default One colot";
	float4 v = float4 ( 1, 1, 1, 1 );
	ZZshSetParameter4fv(ptr.prog, ptr.sOneColor, v, "DegaultOne");
}
コード例 #7
0
ファイル: ZZoglShaders.cpp プロジェクト: tsiru/pcsx2
// The same stuff, but also with retry of param, name should be USED name of param for prog.
void ZZshSetParameter4fvWithRetry(ZZshParameter* param, ZZshProgram& prog, const float* v, const char* name) {
	if (param != NULL)
		ZZshSetParameter4fv(prog, param[0], v, name);
	else
		ZZshSetParameter4fv(prog, cgGetNamedParameter(prog, name), v, name);
}