forked from dolphin-emu/dolphin
		
	This drops the "feature" to load level 0 from the custom texture and all other levels from the native one if the size matches. But in my opinion, when a custom texture only provide one level, no more should be used at all.
		
			
				
	
	
		
			297 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			297 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2013 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 <cmath>
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#include "Common/CommonTypes.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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bool PixelShaderManager::s_bFogRangeAdjustChanged;
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bool PixelShaderManager::s_bViewPortChanged;
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PixelShaderConstants PixelShaderManager::constants;
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bool PixelShaderManager::dirty;
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void PixelShaderManager::Init()
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{
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	memset(&constants, 0, sizeof(constants));
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	// Init any intial constants which aren't zero when bpmem is zero.
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	s_bFogRangeAdjustChanged = true;
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	s_bViewPortChanged = false;
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	SetEfbScaleChanged();
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	SetIndMatrixChanged(0);
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	SetIndMatrixChanged(1);
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	SetIndMatrixChanged(2);
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	SetZTextureTypeChanged();
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	SetTexCoordChanged(0);
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	SetTexCoordChanged(1);
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	SetTexCoordChanged(2);
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	SetTexCoordChanged(3);
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	SetTexCoordChanged(4);
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	SetTexCoordChanged(5);
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	SetTexCoordChanged(6);
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	SetTexCoordChanged(7);
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	dirty = true;
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}
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void PixelShaderManager::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_bFogRangeAdjustChanged = true;
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	SetEfbScaleChanged();
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	SetFogParamChanged();
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	dirty = true;
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}
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void PixelShaderManager::Shutdown()
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{
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}
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void PixelShaderManager::SetConstants()
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{
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	if (s_bFogRangeAdjustChanged)
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	{
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		// set by two components, so keep changed flag here
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		// TODO: try to split both registers and move this logic to the shader
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		if (!g_ActiveConfig.bDisableFog && bpmem.fogRange.Base.Enabled == 1)
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		{
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			//bpmem.fogRange.Base.Center : center of the viewport in x axis. observation: bpmem.fogRange.Base.Center = realcenter + 342;
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			int center = ((u32)bpmem.fogRange.Base.Center) - 342;
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			// normalize center to make calculations easy
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			float ScreenSpaceCenter = center / (2.0f * xfmem.viewport.wd);
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			ScreenSpaceCenter = (ScreenSpaceCenter * 2.0f) - 1.0f;
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			//bpmem.fogRange.K seems to be  a table of precalculated coefficients for the adjust factor
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			//observations: bpmem.fogRange.K[0].LO appears to be the lowest value and bpmem.fogRange.K[4].HI the largest
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			// they always seems to be larger than 256 so my theory is :
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			// they are the coefficients from the center to the border of the screen
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			// so to simplify I use the hi coefficient as K in the shader taking 256 as the scale
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			// TODO: Shouldn't this be EFBToScaledXf?
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			constants.fogf[0][0] = ScreenSpaceCenter;
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			constants.fogf[0][1] = (float)Renderer::EFBToScaledX((int)(2.0f * xfmem.viewport.wd));
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			constants.fogf[0][2] = bpmem.fogRange.K[4].HI / 256.0f;
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		}
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		else
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		{
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			constants.fogf[0][0] = 0;
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			constants.fogf[0][1] = 1;
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			constants.fogf[0][2] = 1;
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		}
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		dirty = true;
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		s_bFogRangeAdjustChanged = false;
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	}
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	if (s_bViewPortChanged)
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	{
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		constants.zbias[1][0] = static_cast<u32>(xfmem.viewport.farZ);
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		constants.zbias[1][1] = static_cast<u32>(xfmem.viewport.zRange);
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		dirty = true;
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		s_bViewPortChanged = false;
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	}
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}
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void PixelShaderManager::SetTevColor(int index, int component, s32 value)
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{
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	auto& c = constants.colors[index];
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	c[component] = value;
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	dirty = true;
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	PRIM_LOG("tev color%d: %d %d %d %d\n", index, c[0], c[1], c[2], c[3]);
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}
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void PixelShaderManager::SetTevKonstColor(int index, int component, s32 value)
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{
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	auto& c = constants.kcolors[index];
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	c[component] = value;
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	dirty = true;
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	PRIM_LOG("tev konst color%d: %d %d %d %d\n", index, c[0], c[1], c[2], c[3]);
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}
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void PixelShaderManager::SetAlpha()
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{
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	constants.alpha[0] = bpmem.alpha_test.ref0;
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	constants.alpha[1] = bpmem.alpha_test.ref1;
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	dirty = true;
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}
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void PixelShaderManager::SetDestAlpha()
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{
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	constants.alpha[3] = bpmem.dstalpha.alpha;
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	dirty = true;
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}
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void PixelShaderManager::SetTexDims(int texmapid, u32 width, u32 height)
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{
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	// TODO: move this check out to callee. There we could just call this function on texture changes
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	// or better, use textureSize() in glsl
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	if (constants.texdims[texmapid][0] != 1.0f/width || constants.texdims[texmapid][1] != 1.0f/height)
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		dirty = true;
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	constants.texdims[texmapid][0] = 1.0f/width;
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	constants.texdims[texmapid][1] = 1.0f/height;
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}
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void PixelShaderManager::SetZTextureBias()
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{
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	constants.zbias[1][3] = bpmem.ztex1.bias;
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	dirty = true;
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}
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void PixelShaderManager::SetViewportChanged()
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{
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	s_bViewPortChanged = true;
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	s_bFogRangeAdjustChanged = true; // TODO: Shouldn't be necessary with an accurate fog range adjust implementation
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}
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void PixelShaderManager::SetEfbScaleChanged()
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{
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	constants.efbscale[0] = 1.0f / Renderer::EFBToScaledXf(1);
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	constants.efbscale[1] = 1.0f / Renderer::EFBToScaledYf(1);
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	dirty = true;
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}
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void PixelShaderManager::SetZSlope(float dfdx, float dfdy, float f0)
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{
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	constants.zslope[0] = dfdx;
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	constants.zslope[1] = dfdy;
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	constants.zslope[2] = f0;
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	dirty = true;
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}
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void PixelShaderManager::SetIndTexScaleChanged(bool high)
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{
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	constants.indtexscale[high][0] = bpmem.texscale[high].ss0;
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	constants.indtexscale[high][1] = bpmem.texscale[high].ts0;
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	constants.indtexscale[high][2] = bpmem.texscale[high].ss1;
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	constants.indtexscale[high][3] = bpmem.texscale[high].ts1;
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	dirty = true;
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}
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void PixelShaderManager::SetIndMatrixChanged(int matrixidx)
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{
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	int scale = ((u32)bpmem.indmtx[matrixidx].col0.s0 << 0) |
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				((u32)bpmem.indmtx[matrixidx].col1.s1 << 2) |
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				((u32)bpmem.indmtx[matrixidx].col2.s2 << 4);
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	// xyz - static matrix
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	// w - dynamic matrix scale / 128
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	constants.indtexmtx[2*matrixidx  ][0] = bpmem.indmtx[matrixidx].col0.ma;
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	constants.indtexmtx[2*matrixidx  ][1] = bpmem.indmtx[matrixidx].col1.mc;
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	constants.indtexmtx[2*matrixidx  ][2] = bpmem.indmtx[matrixidx].col2.me;
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	constants.indtexmtx[2*matrixidx  ][3] = 17 - scale;
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	constants.indtexmtx[2*matrixidx+1][0] = bpmem.indmtx[matrixidx].col0.mb;
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	constants.indtexmtx[2*matrixidx+1][1] = bpmem.indmtx[matrixidx].col1.md;
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	constants.indtexmtx[2*matrixidx+1][2] = bpmem.indmtx[matrixidx].col2.mf;
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	constants.indtexmtx[2*matrixidx+1][3] = 17 - scale;
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	dirty = true;
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	PRIM_LOG("indmtx%d: scale=%d, mat=(%d %d %d; %d %d %d)\n",
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			matrixidx, scale,
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			bpmem.indmtx[matrixidx].col0.ma, bpmem.indmtx[matrixidx].col1.mc, bpmem.indmtx[matrixidx].col2.me,
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			bpmem.indmtx[matrixidx].col0.mb, bpmem.indmtx[matrixidx].col1.md, bpmem.indmtx[matrixidx].col2.mf);
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}
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void PixelShaderManager::SetZTextureTypeChanged()
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{
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	switch (bpmem.ztex2.type)
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	{
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		case TEV_ZTEX_TYPE_U8:
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			constants.zbias[0][0] = 0;
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			constants.zbias[0][1] = 0;
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			constants.zbias[0][2] = 0;
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			constants.zbias[0][3] = 1;
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			break;
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		case TEV_ZTEX_TYPE_U16:
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			constants.zbias[0][0] = 1;
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			constants.zbias[0][1] = 0;
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			constants.zbias[0][2] = 0;
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			constants.zbias[0][3] = 256;
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			break;
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		case TEV_ZTEX_TYPE_U24:
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			constants.zbias[0][0] = 65536;
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			constants.zbias[0][1] = 256;
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			constants.zbias[0][2] = 1;
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			constants.zbias[0][3] = 0;
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			break;
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		default:
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			break;
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	}
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	dirty = true;
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}
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void PixelShaderManager::SetTexCoordChanged(u8 texmapid)
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{
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	TCoordInfo& tc = bpmem.texcoords[texmapid];
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	constants.texdims[texmapid][2] = (float)(tc.s.scale_minus_1 + 1);
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	constants.texdims[texmapid][3] = (float)(tc.t.scale_minus_1 + 1);
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	dirty = true;
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}
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void PixelShaderManager::SetFogColorChanged()
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{
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	if (g_ActiveConfig.bDisableFog)
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		return;
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	constants.fogcolor[0] = bpmem.fog.color.r;
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	constants.fogcolor[1] = bpmem.fog.color.g;
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	constants.fogcolor[2] = bpmem.fog.color.b;
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	dirty = true;
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}
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void PixelShaderManager::SetFogParamChanged()
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{
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	if (!g_ActiveConfig.bDisableFog)
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	{
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		constants.fogf[1][0] = bpmem.fog.a.GetA();
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		constants.fogi[1] = bpmem.fog.b_magnitude;
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		constants.fogf[1][2] = bpmem.fog.c_proj_fsel.GetC();
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		constants.fogi[3] = bpmem.fog.b_shift;
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	}
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	else
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	{
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		constants.fogf[1][0] = 0.f;
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		constants.fogi[1] = 1;
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		constants.fogf[1][2] = 0.f;
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		constants.fogi[3] = 1;
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	}
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	dirty = true;
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}
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void PixelShaderManager::SetFogRangeAdjustChanged()
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{
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	if (g_ActiveConfig.bDisableFog)
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		return;
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	s_bFogRangeAdjustChanged = true;
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}
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void PixelShaderManager::DoState(PointerWrap &p)
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{
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	p.Do(s_bFogRangeAdjustChanged);
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	p.Do(s_bViewPortChanged);
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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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