Finishing touches.
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ba310ce096
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166a9c5637
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@ -11,7 +11,6 @@ set(SRCS Src/BPFunctions.cpp
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Src/HiresTextures.cpp
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Src/ImageWrite.cpp
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Src/IndexGenerator.cpp
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Src/LightingShaderGen.cpp
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Src/MainBase.cpp
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Src/OnScreenDisplay.cpp
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Src/OpcodeDecoding.cpp
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@ -1,7 +0,0 @@
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// 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 "LightingShaderGen.h"
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#include "NativeVertexFormat.h"
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#include "XFMemory.h"
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@ -55,14 +55,13 @@ const s_svar PSVar_Loc[] = { {I_COLORS, C_COLORS, 4 },
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{I_PMATERIALS, C_PMATERIALS, 4 },
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};
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// TODO: Should compact packing be enabled?
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//#pragma pack(4)
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#pragma pack(1)
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struct pixel_shader_uid_data
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{
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// TODO: Optimize field order for easy access!
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u32 num_values; // TODO: Shouldn't be a u32
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u32 NumValues() const { return num_values; } // TODO: Can be optimized :)
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u32 NumValues() const { return num_values; }
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u32 components;
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u32 dstAlphaMode : 2;
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@ -117,6 +116,7 @@ struct pixel_shader_uid_data
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u32 xfregs_numTexGen_numTexGens : 4;
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struct {
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// TODO: Can save a lot space by removing the padding bits
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u32 cc : 24;
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u32 ac : 24;
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@ -147,7 +147,7 @@ struct pixel_shader_uid_data
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// TODO: I think we're fine without an enablePixelLighting field, should probably double check, though..
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LightingUidData lighting;
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};
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//#pragma pack()
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#pragma pack()
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typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
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typedef ShaderCode PixelShaderCode; // TODO: Obsolete
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@ -199,10 +199,9 @@ static void DeclareUniform(T& object, API_TYPE api_type, bool using_ubos, const
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object.Write(";\n");
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}
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#pragma pack(4)
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#pragma pack(1)
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/**
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* Common uid data used for shader generators that use lighting calculations.
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* Expected to be stored as a member called "lighting".
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*/
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struct LightingUidData
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{
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@ -401,7 +401,7 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
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{
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const PostMtxInfo& postInfo = xfregs.postMtxInfo[i];
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uid_data.postMtxInfo[i] = xfregs.postMtxInfo[i].index;
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uid_data.postMtxInfo[i].index = xfregs.postMtxInfo[i].index;
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int postidx = postInfo.index;
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out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES"[%d];\n"
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"float4 P1 = " I_POSTTRANSFORMMATRICES"[%d];\n"
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@ -419,7 +419,7 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
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}
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else
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{
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uid_data.postMtxInfo[i] |= xfregs.postMtxInfo[i].normalize << 6;
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uid_data.postMtxInfo[i].normalize = xfregs.postMtxInfo[i].normalize;
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if (postInfo.normalize)
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out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
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@ -71,22 +71,26 @@ struct vertex_shader_uid_data
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u32 NumValues() const { return num_values; }
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u32 components;
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u32 num_values : 16; // TODO: Shouldn't be a u32
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u32 num_values : 16; // TODO: u8 might be enough, actually
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u32 numColorChans : 2;
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u32 numTexGens : 4;
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u32 dualTexTrans_enabled : 1;
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u32 texMtxInfo_n_projection : 16; // XF_TEXPROJ_X
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u32 texMtxInfo_n_projection : 16; // Stored separately to guarantee that the texMtxInfo struct is 8 bits wide
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struct {
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u32 inputform : 2; // XF_TEXINPUT_X
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u32 texgentype : 3; // XF_TEXGEN_X
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u32 sourcerow : 5; // XF_SRCGEOM_X
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u32 embosssourceshift : 3; // what generated texcoord to use
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u32 embosslightshift : 3; // light index that is used
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} texMtxInfo[8]; // TODO: Wasting space
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u32 inputform : 2;
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u32 texgentype : 3;
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u32 sourcerow : 5;
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u32 embosssourceshift : 3;
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u32 embosslightshift : 3;
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} texMtxInfo[8];
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u8 postMtxInfo[8]; // index + normalize + 1 padding bit, TODO: Can be made a struct again..
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struct {
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u32 index : 6;
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u32 normalize : 1;
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u32 pad : 1;
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} postMtxInfo[8];
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LightingUidData lighting;
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};
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@ -190,7 +190,6 @@
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<ClCompile Include="Src\HiresTextures.cpp" />
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<ClCompile Include="Src\ImageWrite.cpp" />
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<ClCompile Include="Src\IndexGenerator.cpp" />
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<ClCompile Include="Src\LightingShaderGen.cpp" />
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<ClCompile Include="Src\MainBase.cpp" />
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<ClCompile Include="Src\memcpy_amd.cpp" />
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<ClCompile Include="Src\OnScreenDisplay.cpp" />
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@ -113,9 +113,6 @@
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<ClCompile Include="Src\VertexManagerBase.cpp">
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<Filter>Base</Filter>
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</ClCompile>
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<ClCompile Include="Src\LightingShaderGen.cpp">
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<Filter>Shader Generators</Filter>
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</ClCompile>
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<ClCompile Include="Src\FPSCounter.cpp">
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<Filter>Util</Filter>
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</ClCompile>
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