Merge pull request #7750 from unknownbrackets/gpu-minor

Track bone matrix updates for future morph usage
This commit is contained in:
Henrik Rydgård committed 2015-05-17 09:45:41 +02:00
commit 337d7d8cb9
4 files changed
+46 -13

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+1 -1
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@@ -191,7 +191,7 @@ JittedVertexDecoder VertexDecoderJitCache::Compile(const VertexDecoder &dec) {
// Later we might want to do this when the matrices are loaded instead.
// This is mostly proof of concept.
int boneCount = 0;
if (dec.weighttype && g_Config.bSoftwareSkinning) {
if (dec.weighttype && g_Config.bSoftwareSkinning && dec.morphcount == 1) {
MOVAPS(XMM4, M(&threeMasks));
for (int i = 0; i < 8; i++) {
MOVUPS(XMM0, M((gstate.boneMatrix + 12 * i)));
+22 -6
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@@ -707,6 +707,12 @@ void DIRECTX9_GPU::Execute_VertexTypeSkinning(u32 op, u32 diff) {
gstate.vertType ^= diff;
if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK))
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
// In this case, we may be doing weights and morphs.
// Update any bone matrix uniforms so it uses them correctly.
if ((op & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
shaderManager_->DirtyUniform(gstate_c.deferredVertTypeDirty);
gstate_c.deferredVertTypeDirty = 0;
}
}
}
@@ -1269,6 +1275,11 @@ void DIRECTX9_GPU::Execute_BoneMtxNum(u32 op, u32 diff) {
break;
}
}
const int numPlusCount = (op & 0x7F) + i;
for (int num = op & 0x7F; num < numPlusCount; num += 12) {
gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12);
}
}
const int count = i;
@@ -1288,6 +1299,8 @@ void DIRECTX9_GPU::Execute_BoneMtxData(u32 op, u32 diff) {
if (!g_Config.bSoftwareSkinning || (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
Flush();
shaderManager_->DirtyUniform(DIRTY_BONEMATRIX0 << (num / 12));
} else {
gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12);
}
((u32 *)gstate.boneMatrix)[num] = newVal;
}
@@ -1776,15 +1789,18 @@ void DIRECTX9_GPU::Execute_Generic(u32 op, u32 diff) {
}
void DIRECTX9_GPU::FastLoadBoneMatrix(u32 target) {
const int num = gstate.boneMatrixNumber & 0x7F;
const int mtxNum = num / 12;
uint32_t uniformsToDirty = DIRTY_BONEMATRIX0 << mtxNum;
if ((num - 12 * mtxNum) != 0) {
uniformsToDirty |= DIRTY_BONEMATRIX0 << ((mtxNum + 1) & 7);
}
if (!g_Config.bSoftwareSkinning || (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
Flush();
const int num = gstate.boneMatrixNumber & 0x7F;
int mtxNum = num / 12;
uint32_t uniformsToDirty = DIRTY_BONEMATRIX0 << mtxNum;
if ((num - 12 * mtxNum) != 0) {
uniformsToDirty |= DIRTY_BONEMATRIX0 << ((mtxNum + 1) & 7);
}
shaderManager_->DirtyUniform(uniformsToDirty);
} else {
gstate_c.deferredVertTypeDirty |= uniformsToDirty;
}
gstate.FastLoadBoneMatrix(target);
}
+22 -6
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@@ -868,6 +868,12 @@ void GLES_GPU::Execute_VertexTypeSkinning(u32 op, u32 diff) {
gstate.vertType ^= diff;
if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK))
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
// In this case, we may be doing weights and morphs.
// Update any bone matrix uniforms so it uses them correctly.
if ((op & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
shaderManager_->DirtyUniform(gstate_c.deferredVertTypeDirty);
gstate_c.deferredVertTypeDirty = 0;
}
}
}
@@ -1346,6 +1352,11 @@ void GLES_GPU::Execute_BoneMtxNum(u32 op, u32 diff) {
break;
}
}
const int numPlusCount = (op & 0x7F) + i;
for (int num = op & 0x7F; num < numPlusCount; num += 12) {
gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12);
}
}
const int count = i;
@@ -1365,6 +1376,8 @@ void GLES_GPU::Execute_BoneMtxData(u32 op, u32 diff) {
if (!g_Config.bSoftwareSkinning || (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
Flush();
shaderManager_->DirtyUniform(DIRTY_BONEMATRIX0 << (num / 12));
} else {
gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12);
}
((u32 *)gstate.boneMatrix)[num] = newVal;
}
@@ -1915,15 +1928,18 @@ void GLES_GPU::Execute_Generic(u32 op, u32 diff) {
}
void GLES_GPU::FastLoadBoneMatrix(u32 target) {
const int num = gstate.boneMatrixNumber & 0x7F;
const int mtxNum = num / 12;
uint32_t uniformsToDirty = DIRTY_BONEMATRIX0 << mtxNum;
if ((num - 12 * mtxNum) != 0) {
uniformsToDirty |= DIRTY_BONEMATRIX0 << ((mtxNum + 1) & 7);
}
if (!g_Config.bSoftwareSkinning || (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
Flush();
const int num = gstate.boneMatrixNumber & 0x7F;
int mtxNum = num / 12;
uint32_t uniformsToDirty = DIRTY_BONEMATRIX0 << mtxNum;
if ((num - 12 * mtxNum) != 0) {
uniformsToDirty |= DIRTY_BONEMATRIX0 << ((mtxNum + 1) & 7);
}
shaderManager_->DirtyUniform(uniformsToDirty);
} else {
gstate_c.deferredVertTypeDirty |= uniformsToDirty;
}
gstate.FastLoadBoneMatrix(target);
}
+1
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@@ -469,6 +469,7 @@ struct GPUStateCache
bool allowShaderBlend;
float morphWeights[8];
u32 deferredVertTypeDirty;
u32 curTextureWidth;
u32 curTextureHeight;