libretro-dolphin/Source/Core/VideoCommon/GeometryShaderManager.cpp
Lioncash 5337e58284 VideoConfig: Make StereoMode an enum class
Makes for more strongly-typed identifiers (and doesn't pollute
surrounding namespaces)
2017-11-18 23:19:53 -05:00

121 lines
3.1 KiB
C++

// Copyright 2014 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <cstring>
#include "Common/ChunkFile.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
static const int LINE_PT_TEX_OFFSETS[8] = {0, 16, 8, 4, 2, 1, 1, 1};
GeometryShaderConstants GeometryShaderManager::constants;
bool GeometryShaderManager::dirty;
static bool s_projection_changed;
static bool s_viewport_changed;
void GeometryShaderManager::Init()
{
constants = {};
// Init any intial constants which aren't zero when bpmem is zero.
SetViewportChanged();
SetProjectionChanged();
dirty = true;
}
void GeometryShaderManager::Dirty()
{
// This function is called after a savestate is loaded.
// Any constants that can changed based on settings should be re-calculated
s_projection_changed = true;
dirty = true;
}
void GeometryShaderManager::SetConstants()
{
if (s_projection_changed && g_ActiveConfig.stereo_mode != StereoMode::Off)
{
s_projection_changed = false;
if (xfmem.projection.type == GX_PERSPECTIVE)
{
float offset = (g_ActiveConfig.iStereoDepth / 1000.0f) *
(g_ActiveConfig.iStereoDepthPercentage / 100.0f);
constants.stereoparams[0] = g_ActiveConfig.bStereoSwapEyes ? offset : -offset;
constants.stereoparams[1] = g_ActiveConfig.bStereoSwapEyes ? -offset : offset;
}
else
{
constants.stereoparams[0] = constants.stereoparams[1] = 0;
}
constants.stereoparams[2] = (float)(g_ActiveConfig.iStereoConvergence *
(g_ActiveConfig.iStereoConvergencePercentage / 100.0f));
dirty = true;
}
if (s_viewport_changed)
{
s_viewport_changed = false;
constants.lineptparams[0] = 2.0f * xfmem.viewport.wd;
constants.lineptparams[1] = -2.0f * xfmem.viewport.ht;
dirty = true;
}
}
void GeometryShaderManager::SetViewportChanged()
{
s_viewport_changed = true;
}
void GeometryShaderManager::SetProjectionChanged()
{
s_projection_changed = true;
}
void GeometryShaderManager::SetLinePtWidthChanged()
{
constants.lineptparams[2] = bpmem.lineptwidth.linesize / 6.f;
constants.lineptparams[3] = bpmem.lineptwidth.pointsize / 6.f;
constants.texoffset[2] = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.lineoff];
constants.texoffset[3] = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.pointoff];
dirty = true;
}
void GeometryShaderManager::SetTexCoordChanged(u8 texmapid)
{
TCoordInfo& tc = bpmem.texcoords[texmapid];
int bitmask = 1 << texmapid;
constants.texoffset[0] &= ~bitmask;
constants.texoffset[0] |= tc.s.line_offset << texmapid;
constants.texoffset[1] &= ~bitmask;
constants.texoffset[1] |= tc.s.point_offset << texmapid;
dirty = true;
}
void GeometryShaderManager::DoState(PointerWrap& p)
{
p.Do(s_projection_changed);
p.Do(s_viewport_changed);
p.Do(constants);
if (p.GetMode() == PointerWrap::MODE_READ)
{
// Fixup the current state from global GPU state
// NOTE: This requires that all GPU memory has been loaded already.
Dirty();
}
}