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PixelShaderGen: Use integer math for indirect texture coords.
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neobrain committed Mar 14, 2014
1 parent 0e711bf commit 3ea97f7
Showing 1 changed file with 17 additions and 14 deletions.
31 changes: 17 additions & 14 deletions Source/Core/VideoCommon/PixelShaderGen.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -198,12 +198,12 @@ static const char *tevRasTable[] =
static const char *tevCOutputTable[] = { "prev.rgb", "c0.rgb", "c1.rgb", "c2.rgb" };
static const char *tevAOutputTable[] = { "prev.a", "c0.a", "c1.a", "c2.a" };
static const char *tevIndAlphaSel[] = {"", "x", "y", "z"};
//static const char *tevIndAlphaScale[] = {"", "*32", "*16", "*8"};
static const char *tevIndAlphaScale[] = {"*(248.0/255.0)", "*(224.0/255.0)", "*(240.0/255.0)", "*(248.0/255.0)"};
static const char *tevIndAlphaMask[] = {"0xF8", "0xE0", "0xF0", "0xF8"};
static const char *tevIndBiasField[] = {"", "x", "y", "xy", "z", "xz", "yz", "xyz"}; // indexed by bias
static const char *tevIndBiasAdd[] = {"-128.0", "1.0", "1.0", "1.0" }; // indexed by fmt
static const char *tevIndBiasAdd[] = {"-128", "1", "1", "1" }; // indexed by fmt
static const char *tevIndWrapStart[] = {"0.0", "256.0", "128.0", "64.0", "32.0", "16.0", "0.001" };
static const char *tevIndFmtScale[] = {"255.0", "31.0", "15.0", "7.0" };
static const char *tevIndFmtMask[] = {"0xFF", "0x1F", "0x0F", "0x07" };

struct RegisterState
{
Expand Down Expand Up @@ -491,7 +491,6 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T

out.Write("\tint3 iindtex%d = ", i);
SampleTexture<T>(out, "tempcoord", "abg", texmap, ApiType);
out.Write("\tfloat3 indtex%d = float3(iindtex%d) / 255.0f;\n", i, i);
}
}

Expand Down Expand Up @@ -698,20 +697,24 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
uid_data.stagehash[n].tevind = bpmem.tevind[n].hex & 0x7FFFFF;

out.Write("// indirect op\n");
// perform the indirect op on the incoming regular coordinates using indtex%d as the offset coords
// perform the indirect op on the incoming regular coordinates using iindtex%d as the offset coords
if (bpmem.tevind[n].bs != ITBA_OFF)
{
out.Write("alphabump = indtex%d.%s %s;\n",
out.Write("alphabump = float(iindtex%d.%s & %s) / 255.0;\n",
bpmem.tevind[n].bt,
tevIndAlphaSel[bpmem.tevind[n].bs],
tevIndAlphaScale[bpmem.tevind[n].fmt]);
tevIndAlphaMask[bpmem.tevind[n].fmt]);
}
// format
out.Write("float3 indtevcrd%d = indtex%d * %s;\n", n, bpmem.tevind[n].bt, tevIndFmtScale[bpmem.tevind[n].fmt]);
out.Write("int3 iindtevcrd%d = iindtex%d & %s;\n", n, bpmem.tevind[n].bt, tevIndFmtMask[bpmem.tevind[n].fmt]);

// bias
if (bpmem.tevind[n].bias != ITB_NONE )
out.Write("indtevcrd%d.%s += %s;\n", n, tevIndBiasField[bpmem.tevind[n].bias], tevIndBiasAdd[bpmem.tevind[n].fmt]);
// bias - TODO: Check if this needs to be this complicated..
if (bpmem.tevind[n].bias == ITB_S || bpmem.tevind[n].bias == ITB_T || bpmem.tevind[n].bias == ITB_U)
out.Write("iindtevcrd%d.%s += int(%s);\n", n, tevIndBiasField[bpmem.tevind[n].bias], tevIndBiasAdd[bpmem.tevind[n].fmt]);
else if (bpmem.tevind[n].bias == ITB_ST || bpmem.tevind[n].bias == ITB_SU || bpmem.tevind[n].bias == ITB_TU)
out.Write("iindtevcrd%d.%s += int2(%s, %s);\n", n, tevIndBiasField[bpmem.tevind[n].bias], tevIndBiasAdd[bpmem.tevind[n].fmt], tevIndBiasAdd[bpmem.tevind[n].fmt]);
else if (bpmem.tevind[n].bias == ITB_STU)
out.Write("iindtevcrd%d.%s += int3(%s, %s, %s);\n", n, tevIndBiasField[bpmem.tevind[n].bias], tevIndBiasAdd[bpmem.tevind[n].fmt], tevIndBiasAdd[bpmem.tevind[n].fmt], tevIndBiasAdd[bpmem.tevind[n].fmt]);

// multiply by offset matrix and scale
if (bpmem.tevind[n].mid != 0)
Expand All @@ -720,22 +723,22 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
{
int mtxidx = 2*(bpmem.tevind[n].mid-1);
out.SetConstantsUsed(C_INDTEXMTX+mtxidx, C_INDTEXMTX+mtxidx);
out.Write("float2 indtevtrans%d = float2(dot(" I_INDTEXMTX"[%d].xyz, indtevcrd%d), dot(" I_INDTEXMTX"[%d].xyz, indtevcrd%d));\n",
out.Write("float2 indtevtrans%d = float2(dot(" I_INDTEXMTX"[%d].xyz, float3(iindtevcrd%d)), dot(" I_INDTEXMTX"[%d].xyz, float3(iindtevcrd%d)));\n",
n, mtxidx, n, mtxidx+1, n);
}
else if (bpmem.tevind[n].mid <= 7 && bHasTexCoord)
{ // s matrix
_assert_(bpmem.tevind[n].mid >= 5);
int mtxidx = 2*(bpmem.tevind[n].mid-5);
out.SetConstantsUsed(C_INDTEXMTX+mtxidx, C_INDTEXMTX+mtxidx);
out.Write("float2 indtevtrans%d = " I_INDTEXMTX"[%d].ww * uv%d.xy * indtevcrd%d.xx;\n", n, mtxidx, texcoord, n);
out.Write("float2 indtevtrans%d = " I_INDTEXMTX"[%d].ww * uv%d.xy * float3(iindtevcrd%d.xx);\n", n, mtxidx, texcoord, n);
}
else if (bpmem.tevind[n].mid <= 11 && bHasTexCoord)
{ // t matrix
_assert_(bpmem.tevind[n].mid >= 9);
int mtxidx = 2*(bpmem.tevind[n].mid-9);
out.SetConstantsUsed(C_INDTEXMTX+mtxidx, C_INDTEXMTX+mtxidx);
out.Write("float2 indtevtrans%d = " I_INDTEXMTX"[%d].ww * uv%d.xy * indtevcrd%d.yy;\n", n, mtxidx, texcoord, n);
out.Write("float2 indtevtrans%d = " I_INDTEXMTX"[%d].ww * uv%d.xy * float3(iindtevcrd%d.yy);\n", n, mtxidx, texcoord, n);
}
else
{
Expand Down

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