dolphin/Source/Core/VideoCommon/PixelShaderGen.h
2015-11-01 22:39:31 +01:00

122 lines
3.4 KiB
C

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/VideoCommon.h"
// Different ways to achieve rendering with destination alpha
enum DSTALPHA_MODE
{
DSTALPHA_NONE, // Render normally, without destination alpha
DSTALPHA_ALPHA_PASS, // Render normally first, then render again for alpha
DSTALPHA_DUAL_SOURCE_BLEND // Use dual-source blending
};
#pragma pack(1)
struct pixel_shader_uid_data
{
// TODO: Optimize field order for easy access!
u32 num_values; // TODO: Shouldn't be a u32
u32 NumValues() const { return num_values; }
u32 components : 23;
u32 dstAlphaMode : 2;
u32 Pretest : 2;
u32 nIndirectStagesUsed : 4;
u32 stereo : 1;
u32 genMode_numtexgens : 4;
u32 genMode_numtevstages : 4;
u32 genMode_numindstages : 3;
u32 alpha_test_comp0 : 3;
u32 alpha_test_comp1 : 3;
u32 alpha_test_logic : 2;
u32 alpha_test_use_zcomploc_hack : 1;
u32 fog_proj : 1;
u32 fog_fsel : 3;
u32 fog_RangeBaseEnabled : 1;
u32 ztex_op : 2;
u32 fast_depth_calc : 1;
u32 per_pixel_depth : 1;
u32 forced_early_z : 1;
u32 early_ztest : 1;
u32 bounding_box : 1;
// TODO: 29 bits of padding is a waste. Can we free up some bits elseware?
u32 zfreeze : 1;
u32 msaa : 1;
u32 ssaa : 1;
u32 pad : 29;
u32 texMtxInfo_n_projection : 8; // 8x1 bit
u32 tevindref_bi0 : 3;
u32 tevindref_bc0 : 3;
u32 tevindref_bi1 : 3;
u32 tevindref_bc1 : 3;
u32 tevindref_bi2 : 3;
u32 tevindref_bc3 : 3;
u32 tevindref_bi4 : 3;
u32 tevindref_bc4 : 3;
inline void SetTevindrefValues(int index, u32 texcoord, u32 texmap)
{
if (index == 0) { tevindref_bc0 = texcoord; tevindref_bi0 = texmap; }
else if (index == 1) { tevindref_bc1 = texcoord; tevindref_bi1 = texmap; }
else if (index == 2) { tevindref_bc3 = texcoord; tevindref_bi2 = texmap; }
else if (index == 3) { tevindref_bc4 = texcoord; tevindref_bi4 = texmap; }
}
inline void SetTevindrefTexmap(int index, u32 texmap)
{
if (index == 0) { tevindref_bi0 = texmap; }
else if (index == 1) { tevindref_bi1 = texmap; }
else if (index == 2) { tevindref_bi2 = texmap; }
else if (index == 3) { tevindref_bi4 = texmap; }
}
struct {
// TODO: Can save a lot space by removing the padding bits
u32 cc : 24;
u32 ac : 24;
u32 tevorders_texmap : 3;
u32 tevorders_texcoord : 3;
u32 tevorders_enable : 1;
u32 tevorders_colorchan : 3;
u32 pad1 : 6;
// TODO: Clean up the swapXY mess
u32 hasindstage : 1;
u32 tevind : 21;
u32 tevksel_swap1a : 2;
u32 tevksel_swap2a : 2;
u32 tevksel_swap1b : 2;
u32 tevksel_swap2b : 2;
u32 pad2 : 2;
u32 tevksel_swap1c : 2;
u32 tevksel_swap2c : 2;
u32 tevksel_swap1d : 2;
u32 tevksel_swap2d : 2;
u32 tevksel_kc : 5;
u32 tevksel_ka : 5;
u32 pad3 : 14;
} stagehash[16];
// TODO: I think we're fine without an enablePixelLighting field, should probably double check, though..
LightingUidData lighting;
};
#pragma pack()
typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
typedef ShaderConstantProfile PixelShaderConstantProfile; // TODO: Obsolete
void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);