mirror of
https://github.com/libretro/dolphin
synced 2024-11-04 20:43:51 -05:00
5337e58284
Makes for more strongly-typed identifiers (and doesn't pollute surrounding namespaces)
121 lines
3.1 KiB
C++
121 lines
3.1 KiB
C++
// Copyright 2014 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 <cstring>
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#include "Common/ChunkFile.h"
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#include "Common/CommonTypes.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/GeometryShaderManager.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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static const int LINE_PT_TEX_OFFSETS[8] = {0, 16, 8, 4, 2, 1, 1, 1};
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GeometryShaderConstants GeometryShaderManager::constants;
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bool GeometryShaderManager::dirty;
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static bool s_projection_changed;
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static bool s_viewport_changed;
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void GeometryShaderManager::Init()
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{
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constants = {};
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// Init any intial constants which aren't zero when bpmem is zero.
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SetViewportChanged();
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SetProjectionChanged();
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dirty = true;
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}
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void GeometryShaderManager::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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s_projection_changed = true;
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dirty = true;
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}
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void GeometryShaderManager::SetConstants()
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{
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if (s_projection_changed && g_ActiveConfig.stereo_mode != StereoMode::Off)
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{
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s_projection_changed = false;
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if (xfmem.projection.type == GX_PERSPECTIVE)
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{
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float offset = (g_ActiveConfig.iStereoDepth / 1000.0f) *
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(g_ActiveConfig.iStereoDepthPercentage / 100.0f);
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constants.stereoparams[0] = g_ActiveConfig.bStereoSwapEyes ? offset : -offset;
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constants.stereoparams[1] = g_ActiveConfig.bStereoSwapEyes ? -offset : offset;
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}
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else
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{
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constants.stereoparams[0] = constants.stereoparams[1] = 0;
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}
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constants.stereoparams[2] = (float)(g_ActiveConfig.iStereoConvergence *
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(g_ActiveConfig.iStereoConvergencePercentage / 100.0f));
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dirty = true;
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}
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if (s_viewport_changed)
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{
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s_viewport_changed = false;
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constants.lineptparams[0] = 2.0f * xfmem.viewport.wd;
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constants.lineptparams[1] = -2.0f * xfmem.viewport.ht;
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dirty = true;
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}
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}
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void GeometryShaderManager::SetViewportChanged()
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{
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s_viewport_changed = true;
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}
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void GeometryShaderManager::SetProjectionChanged()
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{
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s_projection_changed = true;
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}
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void GeometryShaderManager::SetLinePtWidthChanged()
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{
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constants.lineptparams[2] = bpmem.lineptwidth.linesize / 6.f;
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constants.lineptparams[3] = bpmem.lineptwidth.pointsize / 6.f;
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constants.texoffset[2] = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.lineoff];
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constants.texoffset[3] = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.pointoff];
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dirty = true;
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}
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void GeometryShaderManager::SetTexCoordChanged(u8 texmapid)
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{
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TCoordInfo& tc = bpmem.texcoords[texmapid];
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int bitmask = 1 << texmapid;
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constants.texoffset[0] &= ~bitmask;
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constants.texoffset[0] |= tc.s.line_offset << texmapid;
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constants.texoffset[1] &= ~bitmask;
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constants.texoffset[1] |= tc.s.point_offset << texmapid;
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dirty = true;
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}
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void GeometryShaderManager::DoState(PointerWrap& p)
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{
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p.Do(s_projection_changed);
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p.Do(s_viewport_changed);
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p.Do(constants);
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if (p.GetMode() == PointerWrap::MODE_READ)
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{
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// Fixup the current state from global GPU state
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// NOTE: This requires that all GPU memory has been loaded already.
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Dirty();
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}
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}
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