dolphin/Source/Core/VideoCommon/PixelShaderGen.h

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// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "Common/CommonTypes.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/ShaderGenCommon.h"
enum class APIType;
enum class AlphaTestOp : u32;
enum class AlphaTestResult;
enum class CompareMode : u32;
enum class DstBlendFactor : u32;
enum class EmulatedZ : u32;
enum class FogProjection : u32;
enum class FogType : u32;
enum class KonstSel : u32;
enum class RasColorChan : u32;
enum class SrcBlendFactor : u32;
enum class ZTexOp : u32;
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#pragma pack(1)
struct pixel_shader_uid_data
{
// TODO: Optimize field order for easy access!
u32 num_values; // TODO: Shouldn't be a u32
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u32 NumValues() const { return num_values; }
u32 pad0 : 4;
u32 useDstAlpha : 1;
u32 no_dual_src : 1;
AlphaTestResult Pretest : 2;
u32 nIndirectStagesUsed : 4;
u32 genMode_numtexgens : 4;
u32 genMode_numtevstages : 4;
u32 genMode_numindstages : 3;
CompareMode alpha_test_comp0 : 3;
CompareMode alpha_test_comp1 : 3;
AlphaTestOp alpha_test_logic : 2;
FogProjection fog_proj : 1;
FogType fog_fsel : 3;
u32 fog_RangeBaseEnabled : 1;
ZTexOp ztex_op : 2;
u32 per_pixel_depth : 1;
EmulatedZ ztest : 3;
u32 bounding_box : 1;
u32 zfreeze : 1;
u32 numColorChans : 2;
u32 rgba6_format : 1;
u32 dither : 1;
u32 uint_output : 1;
u32 blend_enable : 1; // Only used with shader_framebuffer_fetch blend
SrcBlendFactor blend_src_factor : 3; // Only used with shader_framebuffer_fetch blend
SrcBlendFactor blend_src_factor_alpha : 3; // Only used with shader_framebuffer_fetch blend
DstBlendFactor blend_dst_factor : 3; // Only used with shader_framebuffer_fetch blend
DstBlendFactor blend_dst_factor_alpha : 3; // Only used with shader_framebuffer_fetch blend
u32 blend_subtract : 1; // Only used with shader_framebuffer_fetch blend
u32 blend_subtract_alpha : 1; // Only used with shader_framebuffer_fetch blend
u32 emulate_logic_op_with_blend : 1; // Only used with logic op blend emulation
u32 logic_op_enable : 1; // Only used with shader_framebuffer_fetch logic ops
u32 logic_op_mode : 4; // Only used with shader_framebuffer_fetch logic ops and blend emulation
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_bc2 : 3;
u32 tevindref_bi3 : 3;
u32 tevindref_bc3 : 3;
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_bc2 = texcoord;
tevindref_bi2 = texmap;
}
else if (index == 3)
{
tevindref_bc3 = texcoord;
tevindref_bi3 = texmap;
}
}
u32 GetTevindirefCoord(int index) const
{
if (index == 0)
return tevindref_bc0;
else if (index == 1)
return tevindref_bc1;
else if (index == 2)
return tevindref_bc2;
else if (index == 3)
return tevindref_bc3;
return 0;
}
u32 GetTevindirefMap(int index) const
{
if (index == 0)
return tevindref_bi0;
else if (index == 1)
return tevindref_bi1;
else if (index == 2)
return tevindref_bi2;
else if (index == 3)
return tevindref_bi3;
return 0;
}
struct
{
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// TODO: Can save a lot space by removing the padding bits
u32 cc : 24;
u32 ac : 24; // tswap and rswap are left blank (decoded into the swap fields below)
u32 tevorders_texmap : 3;
u32 tevorders_texcoord : 3;
u32 tevorders_enable : 1;
RasColorChan tevorders_colorchan : 3;
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u32 pad1 : 7;
// TODO: We could save space by storing the 4 swap tables elsewhere and only storing references
// to which table is used (the tswap and rswap fields), instead of duplicating them here
u32 tevind : 21;
ColorChannel ras_swap_r : 2;
ColorChannel ras_swap_g : 2;
ColorChannel ras_swap_b : 2;
ColorChannel ras_swap_a : 2;
u32 pad2 : 2;
ColorChannel tex_swap_r : 2;
ColorChannel tex_swap_g : 2;
ColorChannel tex_swap_b : 2;
ColorChannel tex_swap_a : 2;
KonstSel tevksel_kc : 5;
KonstSel tevksel_ka : 5;
u32 pad3 : 14;
} stagehash[16];
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LightingUidData lighting;
};
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#pragma pack()
using PixelShaderUid = ShaderUid<pixel_shader_uid_data>;
void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_stages, bool per_pixel_lighting,
const pixel_shader_uid_data* uid_data);
ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data,
const CustomPixelShaderContents& custom_details);
void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
const ShaderHostConfig& host_config, bool bounding_box,
const CustomPixelShaderContents& custom_details);
void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& host_config,
PixelShaderUid* uid);
PixelShaderUid GetPixelShaderUid();