Пример #1
0
void ShaderManagerVulkan::BoneUpdateUniforms(int dirtyUniforms) {
	for (int i = 0; i < 8; i++) {
		if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
			ConvertMatrix4x3To4x4(ub_bones.bones[i], gstate.boneMatrix + 12 * i);
		}
	}
}
Пример #2
0
// TODO: This probably is not the best interface.
// Also, we should try to merge this into the similar function in DrawEngineCommon.
bool TransformUnit::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
	// This is always for the current vertices.
	u16 indexLowerBound = 0;
	u16 indexUpperBound = count - 1;

	if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
		const u8 *inds = Memory::GetPointer(gstate_c.indexAddr);
		const u16 *inds16 = (const u16 *)inds;
		const u32 *inds32 = (const u32 *)inds;

		if (inds) {
			GetIndexBounds(inds, count, gstate.vertType, &indexLowerBound, &indexUpperBound);
			indices.resize(count);
			switch (gstate.vertType & GE_VTYPE_IDX_MASK) {
			case GE_VTYPE_IDX_8BIT:
				for (int i = 0; i < count; ++i) {
					indices[i] = inds[i];
				}
				break;
			case GE_VTYPE_IDX_16BIT:
				for (int i = 0; i < count; ++i) {
					indices[i] = inds16[i];
				}
				break;
			case GE_VTYPE_IDX_32BIT:
				WARN_LOG_REPORT_ONCE(simpleIndexes32, G3D, "SimpleVertices: Decoding 32-bit indexes");
				for (int i = 0; i < count; ++i) {
					// These aren't documented and should be rare.  Let's bounds check each one.
					if (inds32[i] != (u16)inds32[i]) {
						ERROR_LOG_REPORT_ONCE(simpleIndexes32Bounds, G3D, "SimpleVertices: Index outside 16-bit range");
					}
					indices[i] = (u16)inds32[i];
				}
				break;
			}
		} else {
			indices.clear();
		}
	} else {
		indices.clear();
	}

	static std::vector<u32> temp_buffer;
	static std::vector<SimpleVertex> simpleVertices;
	temp_buffer.resize(65536 * 24 / sizeof(u32));
	simpleVertices.resize(indexUpperBound + 1);

	VertexDecoder vdecoder;
	VertexDecoderOptions options{};
	vdecoder.SetVertexType(gstate.vertType, options);
	DrawEngineCommon::NormalizeVertices((u8 *)(&simpleVertices[0]), (u8 *)(&temp_buffer[0]), Memory::GetPointer(gstate_c.vertexAddr), &vdecoder, indexLowerBound, indexUpperBound, gstate.vertType);

	float world[16];
	float view[16];
	float worldview[16];
	float worldviewproj[16];
	ConvertMatrix4x3To4x4(world, gstate.worldMatrix);
	ConvertMatrix4x3To4x4(view, gstate.viewMatrix);
	Matrix4ByMatrix4(worldview, world, view);
	Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix);

	vertices.resize(indexUpperBound + 1);
	for (int i = indexLowerBound; i <= indexUpperBound; ++i) {
		const SimpleVertex &vert = simpleVertices[i];

		if (gstate.isModeThrough()) {
			if (gstate.vertType & GE_VTYPE_TC_MASK) {
				vertices[i].u = vert.uv[0];
				vertices[i].v = vert.uv[1];
			} else {
				vertices[i].u = 0.0f;
				vertices[i].v = 0.0f;
			}
			vertices[i].x = vert.pos.x;
			vertices[i].y = vert.pos.y;
			vertices[i].z = vert.pos.z;
			if (gstate.vertType & GE_VTYPE_COL_MASK) {
				memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
			} else {
				memset(vertices[i].c, 0, sizeof(vertices[i].c));
			}
		} else {
			float clipPos[4];
			Vec3ByMatrix44(clipPos, vert.pos.AsArray(), worldviewproj);
			ScreenCoords screenPos = ClipToScreen(clipPos);
			DrawingCoords drawPos = ScreenToDrawing(screenPos);

			if (gstate.vertType & GE_VTYPE_TC_MASK) {
				vertices[i].u = vert.uv[0] * (float)gstate.getTextureWidth(0);
				vertices[i].v = vert.uv[1] * (float)gstate.getTextureHeight(0);
			} else {
				vertices[i].u = 0.0f;
				vertices[i].v = 0.0f;
			}
			vertices[i].x = drawPos.x;
			vertices[i].y = drawPos.y;
			vertices[i].z = drawPos.z;
			if (gstate.vertType & GE_VTYPE_COL_MASK) {
				memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
			} else {
				memset(vertices[i].c, 0, sizeof(vertices[i].c));
			}
		}
	}

	// The GE debugger expects these to be set.
	gstate_c.curTextureWidth = gstate.getTextureWidth(0);
	gstate_c.curTextureHeight = gstate.getTextureHeight(0);

	return true;
}
Пример #3
0
// This code is HIGHLY unoptimized!
//
// It does the simplest and safest test possible: If all points of a bbox is outside a single of
// our clipping planes, we reject the box. Tighter bounds would be desirable but would take more calculations.
bool DrawEngineCommon::TestBoundingBox(void* control_points, int vertexCount, u32 vertType) {
	SimpleVertex *corners = (SimpleVertex *)(decoded + 65536 * 12);
	float *verts = (float *)(decoded + 65536 * 18);

	// Try to skip NormalizeVertices if it's pure positions. No need to bother with a vertex decoder
	// and a large vertex format.
	if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_FLOAT) {
		// memcpy(verts, control_points, 12 * vertexCount);
		verts = (float *)control_points;
	} else if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_8BIT) {
		const s8 *vtx = (const s8 *)control_points;
		for (int i = 0; i < vertexCount * 3; i++) {
			verts[i] = vtx[i] * (1.0f / 128.0f);
		}
	} else if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_16BIT) {
		const s16 *vtx = (const s16*)control_points;
		for (int i = 0; i < vertexCount * 3; i++) {
			verts[i] = vtx[i] * (1.0f / 32768.0f);
		}
	} else {
		// Simplify away bones and morph before proceeding
		u8 *temp_buffer = decoded + 65536 * 24;
		NormalizeVertices((u8 *)corners, temp_buffer, (u8 *)control_points, 0, vertexCount, vertType);
		// Special case for float positions only.
		const float *ctrl = (const float *)control_points;
		for (int i = 0; i < vertexCount; i++) {
			verts[i * 3] = corners[i].pos.x;
			verts[i * 3 + 1] = corners[i].pos.y;
			verts[i * 3 + 2] = corners[i].pos.z;
		}
	}

	Plane planes[6];

	float world[16];
	float view[16];
	float worldview[16];
	float worldviewproj[16];
	ConvertMatrix4x3To4x4(world, gstate.worldMatrix);
	ConvertMatrix4x3To4x4(view, gstate.viewMatrix);
	Matrix4ByMatrix4(worldview, world, view);
	Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix);
	PlanesFromMatrix(worldviewproj, planes);
	for (int plane = 0; plane < 6; plane++) {
		int inside = 0;
		int out = 0;
		for (int i = 0; i < vertexCount; i++) {
			// Here we can test against the frustum planes!
			float value = planes[plane].Test(verts + i * 3);
			if (value < 0)
				out++;
			else
				inside++;
		}

		if (inside == 0) {
			// All out
			return false;
		}

		// Any out. For testing that the planes are in the right locations.
		// if (out != 0) return false;
	}

	return true;
}
Пример #4
0
void ShaderManagerVulkan::BaseUpdateUniforms(int dirtyUniforms) {
	if (dirtyUniforms & DIRTY_TEXENV) {
		Uint8x3ToFloat4(ub_base.texEnvColor, gstate.texenvcolor);
	}
	if (dirtyUniforms & DIRTY_ALPHACOLORREF) {
		Uint8x3ToInt4_Alpha(ub_base.alphaColorRef, gstate.getColorTestRef(), gstate.getAlphaTestRef() & gstate.getAlphaTestMask());
	}
	if (dirtyUniforms & DIRTY_ALPHACOLORMASK) {
		Uint8x3ToInt4_Alpha(ub_base.colorTestMask, gstate.getColorTestMask(), gstate.getAlphaTestMask());
	}
	if (dirtyUniforms & DIRTY_FOGCOLOR) {
		Uint8x3ToFloat4(ub_base.fogColor, gstate.fogcolor);
	}
	if (dirtyUniforms & DIRTY_SHADERBLEND) {
		Uint8x3ToFloat4(ub_base.blendFixA, gstate.getFixA());
		Uint8x3ToFloat4(ub_base.blendFixB, gstate.getFixB());
	}
	if (dirtyUniforms & DIRTY_TEXCLAMP) {
		const float invW = 1.0f / (float)gstate_c.curTextureWidth;
		const float invH = 1.0f / (float)gstate_c.curTextureHeight;
		const int w = gstate.getTextureWidth(0);
		const int h = gstate.getTextureHeight(0);
		const float widthFactor = (float)w * invW;
		const float heightFactor = (float)h * invH;

		// First wrap xy, then half texel xy (for clamp.)
		ub_base.texClamp[0] = widthFactor;
		ub_base.texClamp[1] = heightFactor;
		ub_base.texClamp[2] = invW * 0.5f;
		ub_base.texClamp[3] = invH * 0.5f;
		ub_base.texClampOffset[0] = gstate_c.curTextureXOffset * invW;
		ub_base.texClampOffset[1] = gstate_c.curTextureYOffset * invH;
	}

	if (dirtyUniforms & DIRTY_PROJMATRIX) {
		Matrix4x4 flippedMatrix;
		memcpy(&flippedMatrix, gstate.projMatrix, 16 * sizeof(float));

		const bool invertedY = gstate_c.vpHeight < 0;
		if (invertedY) {
			flippedMatrix[1] = -flippedMatrix[1];
			flippedMatrix[5] = -flippedMatrix[5];
			flippedMatrix[9] = -flippedMatrix[9];
			flippedMatrix[13] = -flippedMatrix[13];
		}
		const bool invertedX = gstate_c.vpWidth < 0;
		if (invertedX) {
			flippedMatrix[0] = -flippedMatrix[0];
			flippedMatrix[4] = -flippedMatrix[4];
			flippedMatrix[8] = -flippedMatrix[8];
			flippedMatrix[12] = -flippedMatrix[12];
		}
		ConvertProjMatrixToVulkan(flippedMatrix, invertedX, invertedY);
		CopyMatrix4x4(ub_base.proj, flippedMatrix.getReadPtr());
	}

	if (dirtyUniforms & DIRTY_PROJTHROUGHMATRIX) {
		Matrix4x4 proj_through;
		proj_through.setOrthoVulkan(0.0f, gstate_c.curRTWidth, 0, gstate_c.curRTHeight, 0, 1);
		CopyMatrix4x4(ub_base.proj_through, proj_through.getReadPtr());
	}

	// Transform
	if (dirtyUniforms & DIRTY_WORLDMATRIX) {
		ConvertMatrix4x3To4x4(ub_base.world, gstate.worldMatrix);
	}
	if (dirtyUniforms & DIRTY_VIEWMATRIX) {
		ConvertMatrix4x3To4x4(ub_base.view, gstate.viewMatrix);
	}
	if (dirtyUniforms & DIRTY_TEXMATRIX) {
		ConvertMatrix4x3To4x4(ub_base.tex, gstate.tgenMatrix);
	}

	// Combined two small uniforms
	if (dirtyUniforms & (DIRTY_FOGCOEF | DIRTY_STENCILREPLACEVALUE)) {
		float fogcoef_stencil[3] = {
			getFloat24(gstate.fog1),
			getFloat24(gstate.fog2),
			(float)gstate.getStencilTestRef()
		};
		if (my_isinf(fogcoef_stencil[1])) {
			// not really sure what a sensible value might be.
			fogcoef_stencil[1] = fogcoef_stencil[1] < 0.0f ? -10000.0f : 10000.0f;
		} else if (my_isnan(fogcoef_stencil[1])) {
			// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
			// Just put the fog far away at a large finite distance.
			// Infinities and NaNs are rather unpredictable in shaders on many GPUs
			// so it's best to just make it a sane calculation.
			fogcoef_stencil[0] = 100000.0f;
			fogcoef_stencil[1] = 1.0f;
		}
#ifndef MOBILE_DEVICE
		else if (my_isnanorinf(fogcoef_stencil[1]) || my_isnanorinf(fogcoef_stencil[0])) {
			ERROR_LOG_REPORT_ONCE(fognan, G3D, "Unhandled fog NaN/INF combo: %f %f", fogcoef_stencil[0], fogcoef_stencil[1]);
		}
#endif
		CopyFloat3(ub_base.fogCoef_stencil, fogcoef_stencil);
	}

	// Texturing
	if (dirtyUniforms & DIRTY_UVSCALEOFFSET) {
		const float invW = 1.0f / (float)gstate_c.curTextureWidth;
		const float invH = 1.0f / (float)gstate_c.curTextureHeight;
		const int w = gstate.getTextureWidth(0);
		const int h = gstate.getTextureHeight(0);
		const float widthFactor = (float)w * invW;
		const float heightFactor = (float)h * invH;
		ub_base.uvScaleOffset[0] = widthFactor;
		ub_base.uvScaleOffset[1] = heightFactor;
		ub_base.uvScaleOffset[2] = 0.0f;
		ub_base.uvScaleOffset[3] = 0.0f;
	}

	if (dirtyUniforms & DIRTY_DEPTHRANGE) {
		float viewZScale = gstate.getViewportZScale();
		float viewZCenter = gstate.getViewportZCenter();
		float viewZInvScale;

		// We had to scale and translate Z to account for our clamped Z range.
		// Therefore, we also need to reverse this to round properly.
		//
		// Example: scale = 65535.0, center = 0.0
		// Resulting range = -65535 to 65535, clamped to [0, 65535]
		// gstate_c.vpDepthScale = 2.0f
		// gstate_c.vpZOffset = -1.0f
		//
		// The projection already accounts for those, so we need to reverse them.
		//
		// Additionally, D3D9 uses a range from [0, 1].  We double and move the center.
		viewZScale *= (1.0f / gstate_c.vpDepthScale) * 2.0f;
		viewZCenter -= 65535.0f * gstate_c.vpZOffset + 32768.5f;

		if (viewZScale != 0.0) {
			viewZInvScale = 1.0f / viewZScale;
		} else {
			viewZInvScale = 0.0;
		}

		ub_base.depthRange[0] = viewZScale;
		ub_base.depthRange[1] = viewZCenter;
		ub_base.depthRange[2] = viewZCenter;
		ub_base.depthRange[3] = viewZInvScale;
	}
}
Пример #5
0
void ShaderManagerVulkan::BaseUpdateUniforms(int dirtyUniforms) {
	if (dirtyUniforms & DIRTY_TEXENV) {
		Uint8x3ToFloat4(ub_base.texEnvColor, gstate.texenvcolor);
	}
	if (dirtyUniforms & DIRTY_ALPHACOLORREF) {
		Uint8x3ToInt4_Alpha(ub_base.alphaColorRef, gstate.getColorTestRef(), gstate.getAlphaTestRef() & gstate.getAlphaTestMask());
	}
	if (dirtyUniforms & DIRTY_ALPHACOLORMASK) {
		Uint8x3ToInt4_Alpha(ub_base.colorTestMask, gstate.getColorTestMask(), gstate.getAlphaTestMask());
	}
	if (dirtyUniforms & DIRTY_FOGCOLOR) {
		Uint8x3ToFloat4(ub_base.fogColor, gstate.fogcolor);
	}
	if (dirtyUniforms & DIRTY_SHADERBLEND) {
		Uint8x3ToFloat4(ub_base.blendFixA, gstate.getFixA());
		Uint8x3ToFloat4(ub_base.blendFixB, gstate.getFixB());
	}
	if (dirtyUniforms & DIRTY_TEXCLAMP) {
		const float invW = 1.0f / (float)gstate_c.curTextureWidth;
		const float invH = 1.0f / (float)gstate_c.curTextureHeight;
		const int w = gstate.getTextureWidth(0);
		const int h = gstate.getTextureHeight(0);
		const float widthFactor = (float)w * invW;
		const float heightFactor = (float)h * invH;

		// First wrap xy, then half texel xy (for clamp.)
		const float texclamp[4] = {
			widthFactor,
			heightFactor,
			invW * 0.5f,
			invH * 0.5f,
		};
		const float texclampoff[2] = {
			gstate_c.curTextureXOffset * invW,
			gstate_c.curTextureYOffset * invH,
		};
		CopyFloat4(ub_base.texClamp, texclamp);
		CopyFloat2(ub_base.texClampOffset, texclampoff);
	}

	if (dirtyUniforms & DIRTY_PROJMATRIX) {
		Matrix4x4 flippedMatrix;
		memcpy(&flippedMatrix, gstate.projMatrix, 16 * sizeof(float));

		const bool invertedY = gstate_c.vpHeight < 0;
		if (invertedY) {
			flippedMatrix[1] = -flippedMatrix[1];
			flippedMatrix[5] = -flippedMatrix[5];
			flippedMatrix[9] = -flippedMatrix[9];
			flippedMatrix[13] = -flippedMatrix[13];
		}
		const bool invertedX = gstate_c.vpWidth < 0;
		if (invertedX) {
			flippedMatrix[0] = -flippedMatrix[0];
			flippedMatrix[4] = -flippedMatrix[4];
			flippedMatrix[8] = -flippedMatrix[8];
			flippedMatrix[12] = -flippedMatrix[12];
		}
		ConvertProjMatrixToVulkan(flippedMatrix, invertedX, invertedY);
		CopyMatrix4x4(ub_base.proj, flippedMatrix.getReadPtr());
	}

	if (dirtyUniforms & DIRTY_PROJTHROUGHMATRIX) {
		Matrix4x4 proj_through;
		proj_through.setOrthoVulkan(0.0f, gstate_c.curRTWidth, 0, gstate_c.curRTHeight, 0, 1);
		CopyMatrix4x4(ub_base.proj_through, proj_through.getReadPtr());
	}

	// Transform
	if (dirtyUniforms & DIRTY_WORLDMATRIX) {
		ConvertMatrix4x3To4x4(ub_base.world, gstate.worldMatrix);
	}
	if (dirtyUniforms & DIRTY_VIEWMATRIX) {
		ConvertMatrix4x3To4x4(ub_base.view, gstate.viewMatrix);
	}
	if (dirtyUniforms & DIRTY_TEXMATRIX) {
		ConvertMatrix4x3To4x4(ub_base.tex, gstate.tgenMatrix);
	}

	// Combined two small uniforms
	if (dirtyUniforms & (DIRTY_FOGCOEF | DIRTY_STENCILREPLACEVALUE)) {
		float fogcoef_stencil[3] = {
			getFloat24(gstate.fog1),
			getFloat24(gstate.fog2),
			(float)gstate.getStencilTestRef()
		};
		if (my_isinf(fogcoef_stencil[1])) {
			// not really sure what a sensible value might be.
			fogcoef_stencil[1] = fogcoef_stencil[1] < 0.0f ? -10000.0f : 10000.0f;
		} else if (my_isnan(fogcoef_stencil[1])) {
			// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
			// Just put the fog far away at a large finite distance.
			// Infinities and NaNs are rather unpredictable in shaders on many GPUs
			// so it's best to just make it a sane calculation.
			fogcoef_stencil[0] = 100000.0f;
			fogcoef_stencil[1] = 1.0f;
		}
#ifndef MOBILE_DEVICE
		else if (my_isnanorinf(fogcoef_stencil[1]) || my_isnanorinf(fogcoef_stencil[0])) {
			ERROR_LOG_REPORT_ONCE(fognan, G3D, "Unhandled fog NaN/INF combo: %f %f", fogcoef_stencil[0], fogcoef_stencil[1]);
		}
#endif
		CopyFloat3(ub_base.fogCoef_stencil, fogcoef_stencil);
	}

	// Texturing
	if (dirtyUniforms & DIRTY_UVSCALEOFFSET) {
		const float invW = 1.0f / (float)gstate_c.curTextureWidth;
		const float invH = 1.0f / (float)gstate_c.curTextureHeight;
		const int w = gstate.getTextureWidth(0);
		const int h = gstate.getTextureHeight(0);
		const float widthFactor = (float)w * invW;
		const float heightFactor = (float)h * invH;

		static const float rescale[4] = { 1.0f, 2 * 127.5f / 128.f, 2 * 32767.5f / 32768.f, 1.0f };
		const float factor = rescale[(gstate.vertType & GE_VTYPE_TC_MASK) >> GE_VTYPE_TC_SHIFT];

		float uvscaleoff[4];

		switch (gstate.getUVGenMode()) {
		case GE_TEXMAP_TEXTURE_COORDS:
			// Not sure what GE_TEXMAP_UNKNOWN is, but seen in Riviera.  Treating the same as GE_TEXMAP_TEXTURE_COORDS works.
		case GE_TEXMAP_UNKNOWN:
			if (g_Config.bPrescaleUV) {
				// We are here but are prescaling UV in the decoder? Let's do the same as in the other case
				// except consider *Scale and *Off to be 1 and 0.
				uvscaleoff[0] = widthFactor;
				uvscaleoff[1] = heightFactor;
				uvscaleoff[2] = 0.0f;
				uvscaleoff[3] = 0.0f;
			} else {
				uvscaleoff[0] = gstate_c.uv.uScale * factor * widthFactor;
				uvscaleoff[1] = gstate_c.uv.vScale * factor * heightFactor;
				uvscaleoff[2] = gstate_c.uv.uOff * widthFactor;
				uvscaleoff[3] = gstate_c.uv.vOff * heightFactor;
			}
			break;

			// These two work the same whether or not we prescale UV.

		case GE_TEXMAP_TEXTURE_MATRIX:
			// We cannot bake the UV coord scale factor in here, as we apply a matrix multiplication
			// before this is applied, and the matrix multiplication may contain translation. In this case
			// the translation will be scaled which breaks faces in Hexyz Force for example.
			// So I've gone back to applying the scale factor in the shader.
			uvscaleoff[0] = widthFactor;
			uvscaleoff[1] = heightFactor;
			uvscaleoff[2] = 0.0f;
			uvscaleoff[3] = 0.0f;
			break;

		case GE_TEXMAP_ENVIRONMENT_MAP:
			// In this mode we only use uvscaleoff to scale to the texture size.
			uvscaleoff[0] = widthFactor;
			uvscaleoff[1] = heightFactor;
			uvscaleoff[2] = 0.0f;
			uvscaleoff[3] = 0.0f;
			break;

		default:
			ERROR_LOG_REPORT(G3D, "Unexpected UV gen mode: %d", gstate.getUVGenMode());
		}
		CopyFloat4(ub_base.uvScaleOffset, uvscaleoff);
	}

	if (dirtyUniforms & DIRTY_DEPTHRANGE) {
		float viewZScale = gstate.getViewportZScale();
		float viewZCenter = gstate.getViewportZCenter();
		float viewZInvScale;

		// We had to scale and translate Z to account for our clamped Z range.
		// Therefore, we also need to reverse this to round properly.
		//
		// Example: scale = 65535.0, center = 0.0
		// Resulting range = -65535 to 65535, clamped to [0, 65535]
		// gstate_c.vpDepthScale = 2.0f
		// gstate_c.vpZOffset = -1.0f
		//
		// The projection already accounts for those, so we need to reverse them.
		//
		// Additionally, D3D9 uses a range from [0, 1].  We double and move the center.
		viewZScale *= (1.0f / gstate_c.vpDepthScale) * 2.0f;
		viewZCenter -= 65535.0f * gstate_c.vpZOffset + 32768.5f;

		if (viewZScale != 0.0) {
			viewZInvScale = 1.0f / viewZScale;
		} else {
			viewZInvScale = 0.0;
		}

		float data[4] = { viewZScale, viewZCenter, viewZCenter, viewZInvScale };
		CopyFloat4(ub_base.depthRange, data);
	}
}
Пример #6
0
void ShaderManagerDX9::VSUpdateUniforms(int dirtyUniforms) {
	// Update any dirty uniforms before we draw
	if (dirtyUniforms & DIRTY_PROJMATRIX) {
		Matrix4x4 flippedMatrix;
		memcpy(&flippedMatrix, gstate.projMatrix, 16 * sizeof(float));

		const bool invertedY = gstate_c.vpHeight < 0;
		if (!invertedY) {
			flippedMatrix[1] = -flippedMatrix[1];
			flippedMatrix[5] = -flippedMatrix[5];
			flippedMatrix[9] = -flippedMatrix[9];
			flippedMatrix[13] = -flippedMatrix[13];
		}
		const bool invertedX = gstate_c.vpWidth < 0;
		if (invertedX) {
			flippedMatrix[0] = -flippedMatrix[0];
			flippedMatrix[4] = -flippedMatrix[4];
			flippedMatrix[8] = -flippedMatrix[8];
			flippedMatrix[12] = -flippedMatrix[12];
		}

		ConvertProjMatrixToD3D(flippedMatrix, invertedX, invertedY);

		VSSetMatrix(CONST_VS_PROJ, flippedMatrix.getReadPtr());
	}
	if (dirtyUniforms & DIRTY_PROJTHROUGHMATRIX) {
		Matrix4x4 proj_through;
		proj_through.setOrtho(0.0f, gstate_c.curRTWidth, gstate_c.curRTHeight, 0, 0, 1);

		ConvertProjMatrixToD3DThrough(proj_through);

		VSSetMatrix(CONST_VS_PROJ_THROUGH, proj_through.getReadPtr());
	}
	// Transform
	if (dirtyUniforms & DIRTY_WORLDMATRIX) {
		VSSetMatrix4x3_3(CONST_VS_WORLD, gstate.worldMatrix);
	}
	if (dirtyUniforms & DIRTY_VIEWMATRIX) {
		VSSetMatrix4x3_3(CONST_VS_VIEW, gstate.viewMatrix);
	}
	if (dirtyUniforms & DIRTY_TEXMATRIX) {
		VSSetMatrix4x3_3(CONST_VS_TEXMTX, gstate.tgenMatrix);
	}
	if (dirtyUniforms & DIRTY_FOGCOEF) {
		float fogcoef[2] = {
			getFloat24(gstate.fog1),
			getFloat24(gstate.fog2),
		};
		if (my_isinf(fogcoef[1])) {
			// not really sure what a sensible value might be.
			fogcoef[1] = fogcoef[1] < 0.0f ? -10000.0f : 10000.0f;
		} else if (my_isnan(fogcoef[1])) {
			// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
			// Just put the fog far away at a large finite distance.
			// Infinities and NaNs are rather unpredictable in shaders on many GPUs
			// so it's best to just make it a sane calculation.
			fogcoef[0] = 100000.0f;
			fogcoef[1] = 1.0f;
		}
#ifndef MOBILE_DEVICE
		else if (my_isnanorinf(fogcoef[1]) || my_isnanorinf(fogcoef[0])) {
			ERROR_LOG_REPORT_ONCE(fognan, G3D, "Unhandled fog NaN/INF combo: %f %f", fogcoef[0], fogcoef[1]);
		}
#endif
		VSSetFloatArray(CONST_VS_FOGCOEF, fogcoef, 2);
	}
	// TODO: Could even set all bones in one go if they're all dirty.
#ifdef USE_BONE_ARRAY
	if (u_bone != 0) {
		float allBones[8 * 16];

		bool allDirty = true;
		for (int i = 0; i < numBones; i++) {
			if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
				ConvertMatrix4x3To4x4(allBones + 16 * i, gstate.boneMatrix + 12 * i);
			} else {
				allDirty = false;
			}
		}
		if (allDirty) {
			// Set them all with one call
			//glUniformMatrix4fv(u_bone, numBones, GL_FALSE, allBones);
		} else {
			// Set them one by one. Could try to coalesce two in a row etc but too lazy.
			for (int i = 0; i < numBones; i++) {
				if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
					//glUniformMatrix4fv(u_bone + i, 1, GL_FALSE, allBones + 16 * i);
				}
			}
		}
	}
#else
	for (int i = 0; i < 8; i++) {
		if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
			VSSetMatrix4x3_3(CONST_VS_BONE0 + 3 * i, gstate.boneMatrix + 12 * i);
		}
	}
#endif

	// Texturing
	if (dirtyUniforms & DIRTY_UVSCALEOFFSET) {
		const float invW = 1.0f / (float)gstate_c.curTextureWidth;
		const float invH = 1.0f / (float)gstate_c.curTextureHeight;
		const int w = gstate.getTextureWidth(0);
		const int h = gstate.getTextureHeight(0);
		const float widthFactor = (float)w * invW;
		const float heightFactor = (float)h * invH;

		float uvscaleoff[4];

		switch (gstate.getUVGenMode()) {
		case GE_TEXMAP_TEXTURE_COORDS:
			// Not sure what GE_TEXMAP_UNKNOWN is, but seen in Riviera.  Treating the same as GE_TEXMAP_TEXTURE_COORDS works.
		case GE_TEXMAP_UNKNOWN:
			if (g_Config.bPrescaleUV) {
				// We are here but are prescaling UV in the decoder? Let's do the same as in the other case
				// except consider *Scale and *Off to be 1 and 0.
				uvscaleoff[0] = widthFactor;
				uvscaleoff[1] = heightFactor;
				uvscaleoff[2] = 0.0f;
				uvscaleoff[3] = 0.0f;
			} else {
				uvscaleoff[0] = gstate_c.uv.uScale * widthFactor;
				uvscaleoff[1] = gstate_c.uv.vScale * heightFactor;
				uvscaleoff[2] = gstate_c.uv.uOff * widthFactor;
				uvscaleoff[3] = gstate_c.uv.vOff * heightFactor;
			}
			break;

		// These two work the same whether or not we prescale UV.

		case GE_TEXMAP_TEXTURE_MATRIX:
			// We cannot bake the UV coord scale factor in here, as we apply a matrix multiplication
			// before this is applied, and the matrix multiplication may contain translation. In this case
			// the translation will be scaled which breaks faces in Hexyz Force for example.
			// So I've gone back to applying the scale factor in the shader.
			uvscaleoff[0] = widthFactor;
			uvscaleoff[1] = heightFactor;
			uvscaleoff[2] = 0.0f;
			uvscaleoff[3] = 0.0f;
			break;

		case GE_TEXMAP_ENVIRONMENT_MAP:
			// In this mode we only use uvscaleoff to scale to the texture size.
			uvscaleoff[0] = widthFactor;
			uvscaleoff[1] = heightFactor;
			uvscaleoff[2] = 0.0f;
			uvscaleoff[3] = 0.0f;
			break;

		default:
			ERROR_LOG_REPORT(G3D, "Unexpected UV gen mode: %d", gstate.getUVGenMode());
		}
		VSSetFloatArray(CONST_VS_UVSCALEOFFSET, uvscaleoff, 4);
	}

	if (dirtyUniforms & DIRTY_DEPTHRANGE)	{
		// Depth is [0, 1] mapping to [minz, maxz], not too hard.
		float vpZScale = gstate.getViewportZScale();
		float vpZCenter = gstate.getViewportZCenter();

		// These are just the reverse of the formulas in GPUStateUtils.
		float halfActualZRange = vpZScale / gstate_c.vpDepthScale;
		float minz = -((gstate_c.vpZOffset * halfActualZRange) - vpZCenter) - halfActualZRange;
		float viewZScale = halfActualZRange * 2.0f;
		// Account for the half pixel offset.
		float viewZCenter = minz + (DepthSliceFactor() / 256.0f) * 0.5f;
		float viewZInvScale;

		if (viewZScale != 0.0) {
			viewZInvScale = 1.0f / viewZScale;
		} else {
			viewZInvScale = 0.0;
		}

		float data[4] = { viewZScale, viewZCenter, viewZCenter, viewZInvScale };
		VSSetFloatUniform4(CONST_VS_DEPTHRANGE, data);
	}
	// Lighting
	if (dirtyUniforms & DIRTY_AMBIENT) {
		VSSetColorUniform3Alpha(CONST_VS_AMBIENT, gstate.ambientcolor, gstate.getAmbientA());
	}
	if (dirtyUniforms & DIRTY_MATAMBIENTALPHA) {
		VSSetColorUniform3Alpha(CONST_VS_MATAMBIENTALPHA, gstate.materialambient, gstate.getMaterialAmbientA());
	}
	if (dirtyUniforms & DIRTY_MATDIFFUSE) {
		VSSetColorUniform3(CONST_VS_MATDIFFUSE, gstate.materialdiffuse);
	}
	if (dirtyUniforms & DIRTY_MATEMISSIVE) {
		VSSetColorUniform3(CONST_VS_MATEMISSIVE, gstate.materialemissive);
	}
	if (dirtyUniforms & DIRTY_MATSPECULAR) {
		VSSetColorUniform3ExtraFloat(CONST_VS_MATSPECULAR, gstate.materialspecular, getFloat24(gstate.materialspecularcoef));
	}
	for (int i = 0; i < 4; i++) {
		if (dirtyUniforms & (DIRTY_LIGHT0 << i)) {
			if (gstate.isDirectionalLight(i)) {
				// Prenormalize
				float x = getFloat24(gstate.lpos[i * 3 + 0]);
				float y = getFloat24(gstate.lpos[i * 3 + 1]);
				float z = getFloat24(gstate.lpos[i * 3 + 2]);
				float len = sqrtf(x*x + y*y + z*z);
				if (len == 0.0f)
					len = 1.0f;
				else
					len = 1.0f / len;
				float vec[3] = { x * len, y * len, z * len };
				VSSetFloatArray(CONST_VS_LIGHTPOS + i, vec, 3);
			} else {
				VSSetFloat24Uniform3(CONST_VS_LIGHTPOS + i, &gstate.lpos[i * 3]);
			}
			VSSetFloat24Uniform3(CONST_VS_LIGHTDIR + i, &gstate.ldir[i * 3]);
			VSSetFloat24Uniform3(CONST_VS_LIGHTATT + i, &gstate.latt[i * 3]);
			VSSetFloat(CONST_VS_LIGHTANGLE + i, getFloat24(gstate.lcutoff[i]));
			VSSetFloat(CONST_VS_LIGHTSPOTCOEF + i, getFloat24(gstate.lconv[i]));
			VSSetColorUniform3(CONST_VS_LIGHTAMBIENT + i, gstate.lcolor[i * 3]);
			VSSetColorUniform3(CONST_VS_LIGHTDIFFUSE + i, gstate.lcolor[i * 3 + 1]);
			VSSetColorUniform3(CONST_VS_LIGHTSPECULAR + i, gstate.lcolor[i * 3 + 2]);
		}
	}
}
Пример #7
0
// TODO: This probably is not the best interface.
bool TransformUnit::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
	// This is always for the current vertices.
	u16 indexLowerBound = 0;
	u16 indexUpperBound = count - 1;

	if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
		const u8 *inds = Memory::GetPointer(gstate_c.indexAddr);
		const u16 *inds16 = (const u16 *)inds;

		if (inds) {
			GetIndexBounds(inds, count, gstate.vertType, &indexLowerBound, &indexUpperBound);
			indices.resize(count);
			switch (gstate.vertType & GE_VTYPE_IDX_MASK) {
			case GE_VTYPE_IDX_16BIT:
				for (int i = 0; i < count; ++i) {
					indices[i] = inds16[i];
				}
				break;
			case GE_VTYPE_IDX_8BIT:
				for (int i = 0; i < count; ++i) {
					indices[i] = inds[i];
				}
				break;
			default:
				return false;
			}
		} else {
			indices.clear();
		}
	} else {
		indices.clear();
	}

	static std::vector<u32> temp_buffer;
	static std::vector<SimpleVertex> simpleVertices;
	temp_buffer.resize(65536 * 24 / sizeof(u32));
	simpleVertices.resize(indexUpperBound + 1);

	VertexDecoder vdecoder;
	VertexDecoderOptions options;
	memset(&options, 0, sizeof(options));
	options.expandAllUVtoFloat = false;  // TODO: True should be fine here
	vdecoder.SetVertexType(gstate.vertType, options);
	DrawEngineCommon::NormalizeVertices((u8 *)(&simpleVertices[0]), (u8 *)(&temp_buffer[0]), Memory::GetPointer(gstate_c.vertexAddr), &vdecoder, indexLowerBound, indexUpperBound, gstate.vertType);

	float world[16];
	float view[16];
	float worldview[16];
	float worldviewproj[16];
	ConvertMatrix4x3To4x4(world, gstate.worldMatrix);
	ConvertMatrix4x3To4x4(view, gstate.viewMatrix);
	Matrix4ByMatrix4(worldview, world, view);
	Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix);

	vertices.resize(indexUpperBound + 1);
	for (int i = indexLowerBound; i <= indexUpperBound; ++i) {
		const SimpleVertex &vert = simpleVertices[i];

		if (gstate.isModeThrough()) {
			if (gstate.vertType & GE_VTYPE_TC_MASK) {
				vertices[i].u = vert.uv[0];
				vertices[i].v = vert.uv[1];
			} else {
				vertices[i].u = 0.0f;
				vertices[i].v = 0.0f;
			}
			vertices[i].x = vert.pos.x;
			vertices[i].y = vert.pos.y;
			vertices[i].z = vert.pos.z;
			if (gstate.vertType & GE_VTYPE_COL_MASK) {
				memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
			} else {
				memset(vertices[i].c, 0, sizeof(vertices[i].c));
			}
		} else {
			float clipPos[4];
			Vec3ByMatrix44(clipPos, vert.pos.AsArray(), worldviewproj);
			ScreenCoords screenPos = ClipToScreen(clipPos);
			DrawingCoords drawPos = ScreenToDrawing(screenPos);

			if (gstate.vertType & GE_VTYPE_TC_MASK) {
				vertices[i].u = vert.uv[0];
				vertices[i].v = vert.uv[1];
			} else {
				vertices[i].u = 0.0f;
				vertices[i].v = 0.0f;
			}
			vertices[i].x = drawPos.x;
			vertices[i].y = drawPos.y;
			vertices[i].z = 1.0;
			if (gstate.vertType & GE_VTYPE_COL_MASK) {
				memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
			} else {
				memset(vertices[i].c, 0, sizeof(vertices[i].c));
			}
		}
	}

	return true;
}
Пример #8
0
// TODO: This probably is not the best interface.
bool DrawEngineCommon::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
	// This is always for the current vertices.
	u16 indexLowerBound = 0;
	u16 indexUpperBound = count - 1;

	if (!Memory::IsValidAddress(gstate_c.vertexAddr))
		return false;

	bool savedVertexFullAlpha = gstate_c.vertexFullAlpha;

	if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
		const u8 *inds = Memory::GetPointer(gstate_c.indexAddr);
		const u16 *inds16 = (const u16 *)inds;

		if (inds) {
			GetIndexBounds(inds, count, gstate.vertType, &indexLowerBound, &indexUpperBound);
			indices.resize(count);
			switch (gstate.vertType & GE_VTYPE_IDX_MASK) {
			case GE_VTYPE_IDX_16BIT:
				for (int i = 0; i < count; ++i) {
					indices[i] = inds16[i];
				}
				break;
			case GE_VTYPE_IDX_8BIT:
				for (int i = 0; i < count; ++i) {
					indices[i] = inds[i];
				}
				break;
			default:
				return false;
			}
		} else {
			indices.clear();
		}
	} else {
		indices.clear();
	}

	static std::vector<u32> temp_buffer;
	static std::vector<SimpleVertex> simpleVertices;
	temp_buffer.resize(std::max((int)indexUpperBound, 8192) * 128 / sizeof(u32));
	simpleVertices.resize(indexUpperBound + 1);
	NormalizeVertices((u8 *)(&simpleVertices[0]), (u8 *)(&temp_buffer[0]), Memory::GetPointer(gstate_c.vertexAddr), indexLowerBound, indexUpperBound, gstate.vertType);

	float world[16];
	float view[16];
	float worldview[16];
	float worldviewproj[16];
	ConvertMatrix4x3To4x4(world, gstate.worldMatrix);
	ConvertMatrix4x3To4x4(view, gstate.viewMatrix);
	Matrix4ByMatrix4(worldview, world, view);
	Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix);

	vertices.resize(indexUpperBound + 1);
	for (int i = indexLowerBound; i <= indexUpperBound; ++i) {
		const SimpleVertex &vert = simpleVertices[i];

		if (gstate.isModeThrough()) {
			if (gstate.vertType & GE_VTYPE_TC_MASK) {
				vertices[i].u = vert.uv[0];
				vertices[i].v = vert.uv[1];
			} else {
				vertices[i].u = 0.0f;
				vertices[i].v = 0.0f;
			}
			vertices[i].x = vert.pos.x;
			vertices[i].y = vert.pos.y;
			vertices[i].z = vert.pos.z;
			if (gstate.vertType & GE_VTYPE_COL_MASK) {
				memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
			} else {
				memset(vertices[i].c, 0, sizeof(vertices[i].c));
			}
		} else {
			float clipPos[4];
			Vec3ByMatrix44(clipPos, vert.pos.AsArray(), worldviewproj);
			Vec3f screenPos = ClipToScreen(clipPos);
			Vec3f drawPos = ScreenToDrawing(screenPos);

			if (gstate.vertType & GE_VTYPE_TC_MASK) {
				vertices[i].u = vert.uv[0] * (float)gstate.getTextureWidth(0);
				vertices[i].v = vert.uv[1] * (float)gstate.getTextureHeight(0);
			} else {
				vertices[i].u = 0.0f;
				vertices[i].v = 0.0f;
			}
			vertices[i].x = drawPos.x;
			vertices[i].y = drawPos.y;
			vertices[i].z = drawPos.z;
			if (gstate.vertType & GE_VTYPE_COL_MASK) {
				memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
			} else {
				memset(vertices[i].c, 0, sizeof(vertices[i].c));
			}
		}
	}

	gstate_c.vertexFullAlpha = savedVertexFullAlpha;

	return true;
}