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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-19 07:21:40 +00:00
Bit of cleanup. Clean up my massive hack in the ShaderManagerFiles. Almost feature parity with Nvidia CG now I think. Just need to do Alpha test with Dual source blending now.
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parent
1201988fe4
commit
cecc3c3873
6 changed files with 52 additions and 40 deletions
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@ -85,37 +85,39 @@ void PixelShaderManager::Shutdown()
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void PixelShaderManager::SetConstants()
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{
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if (g_ActiveConfig.bUseGLSL)
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Dirty();
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for (int i = 0; i < 2; ++i)
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{
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if (s_nColorsChanged[i] || g_ActiveConfig.bUseGLSL)
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if (s_nColorsChanged[i])
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{
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int baseind = i ? C_KCOLORS : C_COLORS;
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for (int j = 0; j < 4; ++j)
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{
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if (s_nColorsChanged[i] & (1 << j) || g_ActiveConfig.bUseGLSL)
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if (s_nColorsChanged[i] & (1 << j))
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SetPSConstant4fv(baseind+j, &lastRGBAfull[i][j][0]);
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}
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s_nColorsChanged[i] = 0;
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}
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}
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if (s_nTexDimsChanged || g_ActiveConfig.bUseGLSL)
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if (s_nTexDimsChanged)
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{
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for (int i = 0; i < 8; ++i)
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{
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if (s_nTexDimsChanged & (1<<i) || g_ActiveConfig.bUseGLSL)
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if (s_nTexDimsChanged & (1<<i))
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SetPSTextureDims(i);
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}
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s_nTexDimsChanged = 0;
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}
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if (s_bAlphaChanged || g_ActiveConfig.bUseGLSL)
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if (s_bAlphaChanged)
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{
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SetPSConstant4f(C_ALPHA, (lastAlpha&0xff)/255.0f, ((lastAlpha>>8)&0xff)/255.0f, 0, ((lastAlpha>>16)&0xff)/255.0f);
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s_bAlphaChanged = false;
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}
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if (s_bZTextureTypeChanged || g_ActiveConfig.bUseGLSL)
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if (s_bZTextureTypeChanged)
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{
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float ftemp[4];
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switch (bpmem.ztex2.type)
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@ -137,7 +139,7 @@ void PixelShaderManager::SetConstants()
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s_bZTextureTypeChanged = false;
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}
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if (s_bZBiasChanged || s_bDepthRangeChanged || g_ActiveConfig.bUseGLSL)
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if (s_bZBiasChanged || s_bDepthRangeChanged)
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{
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// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
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// [0] = width/2
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@ -153,12 +155,12 @@ void PixelShaderManager::SetConstants()
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}
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// indirect incoming texture scales
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if (s_nIndTexScaleChanged || g_ActiveConfig.bUseGLSL)
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if (s_nIndTexScaleChanged)
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{
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// set as two sets of vec4s, each containing S and T of two ind stages.
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float f[8];
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if (s_nIndTexScaleChanged & 0x03 || g_ActiveConfig.bUseGLSL)
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if (s_nIndTexScaleChanged & 0x03)
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{
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for (u32 i = 0; i < 2; ++i)
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{
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@ -169,7 +171,7 @@ void PixelShaderManager::SetConstants()
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SetPSConstant4fv(C_INDTEXSCALE, f);
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}
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if (s_nIndTexScaleChanged & 0x0c || g_ActiveConfig.bUseGLSL) {
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if (s_nIndTexScaleChanged & 0x0c) {
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for (u32 i = 2; i < 4; ++i) {
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f[2 * i] = bpmem.texscale[1].getScaleS(i & 1);
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f[2 * i + 1] = bpmem.texscale[1].getScaleT(i & 1);
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@ -181,11 +183,11 @@ void PixelShaderManager::SetConstants()
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s_nIndTexScaleChanged = 0;
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}
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if (s_nIndTexMtxChanged || g_ActiveConfig.bUseGLSL)
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if (s_nIndTexMtxChanged)
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{
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for (int i = 0; i < 3; ++i)
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{
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if (s_nIndTexMtxChanged & (1 << i) || g_ActiveConfig.bUseGLSL)
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if (s_nIndTexMtxChanged & (1 << i))
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{
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int scale = ((u32)bpmem.indmtx[i].col0.s0 << 0) |
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((u32)bpmem.indmtx[i].col1.s1 << 2) |
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@ -215,13 +217,13 @@ void PixelShaderManager::SetConstants()
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s_nIndTexMtxChanged = 0;
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}
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if (s_bFogColorChanged || g_ActiveConfig.bUseGLSL)
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if (s_bFogColorChanged)
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{
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SetPSConstant4f(C_FOG, bpmem.fog.color.r / 255.0f, bpmem.fog.color.g / 255.0f, bpmem.fog.color.b / 255.0f, 0);
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s_bFogColorChanged = false;
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}
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if (s_bFogParamChanged || g_ActiveConfig.bUseGLSL)
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if (s_bFogParamChanged)
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{
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if(!g_ActiveConfig.bDisableFog)
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{
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@ -237,7 +239,7 @@ void PixelShaderManager::SetConstants()
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s_bFogParamChanged = false;
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}
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if (s_bFogRangeAdjustChanged || g_ActiveConfig.bUseGLSL)
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if (s_bFogRangeAdjustChanged)
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{
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if(!g_ActiveConfig.bDisableFog && bpmem.fogRange.Base.Enabled == 1)
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{
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@ -261,7 +263,7 @@ void PixelShaderManager::SetConstants()
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) // config check added because the code in here was crashing for me inside SetPSConstant4f
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{
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if (nLightsChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
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if (nLightsChanged[0] >= 0)
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{
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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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@ -297,14 +299,14 @@ void PixelShaderManager::SetConstants()
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nLightsChanged[0] = nLightsChanged[1] = -1;
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}
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if (nMaterialsChanged || g_ActiveConfig.bUseGLSL)
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if (nMaterialsChanged)
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{
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float GC_ALIGNED16(material[4]);
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float NormalizationCoef = 1 / 255.0f;
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for (int i = 0; i < 4; ++i)
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{
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if (nMaterialsChanged & (1 << i) || g_ActiveConfig.bUseGLSL)
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if (nMaterialsChanged & (1 << i))
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{
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u32 data = *(xfregs.ambColor + i);
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