// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #ifndef GCOGL_PIXELSHADER_H #define GCOGL_PIXELSHADER_H #include "VideoCommon.h" #include "ShaderGenCommon.h" #include "BPMemory.h" #define I_COLORS "color" #define I_KCOLORS "k" #define I_ALPHA "alphaRef" #define I_TEXDIMS "texdim" #define I_ZBIAS "czbias" #define I_INDTEXSCALE "cindscale" #define I_INDTEXMTX "cindmtx" #define I_FOG "cfog" #define I_PLIGHTS "cPLights" #define I_PMATERIALS "cPmtrl" #define C_COLORMATRIX 0 // 0 #define C_COLORS 0 // 0 #define C_KCOLORS (C_COLORS + 4) // 4 #define C_ALPHA (C_KCOLORS + 4) // 8 #define C_TEXDIMS (C_ALPHA + 1) // 9 #define C_ZBIAS (C_TEXDIMS + 8) //17 #define C_INDTEXSCALE (C_ZBIAS + 2) //19 #define C_INDTEXMTX (C_INDTEXSCALE + 2) //21 #define C_FOG (C_INDTEXMTX + 6) //27 #define C_PLIGHTS (C_FOG + 3) #define C_PMATERIALS (C_PLIGHTS + 40) #define C_PENVCONST_END (C_PMATERIALS + 4) // 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 }; // Annoying sure, can be removed once we get up to GLSL ~1.3 const s_svar PSVar_Loc[] = { {I_COLORS, C_COLORS, 4 }, {I_KCOLORS, C_KCOLORS, 4 }, {I_ALPHA, C_ALPHA, 1 }, {I_TEXDIMS, C_TEXDIMS, 8 }, {I_ZBIAS , C_ZBIAS, 2 }, {I_INDTEXSCALE , C_INDTEXSCALE, 2 }, {I_INDTEXMTX, C_INDTEXMTX, 6 }, {I_FOG, C_FOG, 3 }, {I_PLIGHTS, C_PLIGHTS, 40 }, {I_PMATERIALS, C_PMATERIALS, 4 }, }; struct pixel_shader_uid_data { u32 components; DSTALPHA_MODE dstAlphaMode; // TODO: as u32 :2 AlphaTest::TEST_RESULT Pretest; // TODO: As :2 u32 nIndirectStagesUsed : 8; struct { u32 numtexgens : 4; u32 numtevstages : 4; u32 numindstages : 3; } genMode; struct { u32 unknown : 1; u32 projection : 1; // XF_TEXPROJ_X u32 inputform : 2; // XF_TEXINPUT_X u32 texgentype : 3; // XF_TEXGEN_X u32 sourcerow : 5; // XF_SRCGEOM_X u32 embosssourceshift : 3; // what generated texcoord to use u32 embosslightshift : 3; // light index that is used } texMtxInfo[8]; struct { u32 bi0 : 3; // indirect tex stage 0 ntexmap u32 bc0 : 3; // indirect tex stage 0 ntexcoord u32 bi1 : 3; u32 bc1 : 3; u32 bi2 : 3; u32 bc3 : 3; u32 bi4 : 3; u32 bc4 : 3; inline void SetValues(int index, u32 texcoord, u32 texmap) { if (index == 0) { bc0 = texcoord; bi0 = texmap; } else if (index == 1) { bc1 = texcoord; bi1 = texmap; } else if (index == 2) { bc3 = texcoord; bi2 = texmap; } else if (index == 3) { bc4 = texcoord; bi4 = texmap; } } } tevindref; u32 tevorders_n_texcoord1 : 24; // 8 x 3 bit u32 tevorders_n_texcoord2 : 24; // 8 x 3 bit struct { u32 sw1 : 24; // 8 x 3 bit u32 sw2 : 24; // 8 x 3 bit u32 tw1 : 24; // 8 x 3 bit u32 tw2 : 24; // 8 x 3 bit u32 fb_addprev : 16; // 16 x 1 bit u32 bs : 32; // 16 x 2 bit u32 fmt : 32; // 16 x 2 bit u32 bt : 32; // 16 x 2 bit u32 bias1 : 24; // 8 x 3 bit u32 bias2 : 24; // 8 x 3 bit u32 mid1 : 32; // 8 x 4 bit u32 mid2 : 32; // 8 x 4 bit // NOTE: These assume that the affected bits are zero before calling void Set_sw(int index, u32 val) { if (index < 8) sw1 |= val << (3*index); else sw2 |= val << (3*index - 24); } void Set_tw(int index, u32 val) { if (index < 8) tw1 |= val << (3*index); else tw2 |= val << (3*index - 24); } void Set_bias(int index, u32 val) { if (index < 8) bias1 |= val << (3*index); else bias2 |= val << (3*index - 24); } void Set_mid(int index, u32 val) { if (index < 8) mid1 |= val << (4*index); else mid2 |= val << (4*index - 32); } } tevind_n; u32 tevksel_n_swap : 32; // 8 x 2 bit (swap1) + 8 x 2 bit (swap2) struct { union { struct //abc=8bit,d=10bit { u32 d : 4; // TEVSELCC_X u32 c : 4; // TEVSELCC_X u32 b : 4; // TEVSELCC_X u32 a : 4; // TEVSELCC_X u32 bias : 2; u32 op : 1; u32 clamp : 1; u32 shift : 2; u32 dest : 2; //1,2,3 }; u32 hex : 24; } colorC; union { struct { u32 rswap : 2; u32 tswap : 2; u32 d : 3; // TEVSELCA_ u32 c : 3; // TEVSELCA_ u32 b : 3; // TEVSELCA_ u32 a : 3; // TEVSELCA_ u32 bias : 2; //GXTevBias u32 op : 1; u32 clamp : 1; u32 shift : 2; u32 dest : 2; //1,2,3 }; u32 hex : 24; } alphaC; } combiners[16]; struct { u32 comp0 : 3; u32 comp1 : 3; u32 logic : 2; u32 use_zcomploc_hack : 1; } alpha_test; union { struct { u32 proj : 1; // 0 - perspective, 1 - orthographic u32 fsel : 3; // 0 - off, 2 - linear, 4 - exp, 5 - exp2, 6 - backward exp, 7 - backward exp2 u32 RangeBaseEnabled : 1; }; u32 hex : 4; } fog; u32 ztex_op : 2; u32 per_pixel_depth : 1; u32 bHasIndStage : 16; u32 xfregs_numTexGen_numTexGens : 4; LightingUidData lighting; }; typedef ShaderUid PixelShaderUid; typedef ShaderCode PixelShaderCode; // TODO: Obsolete typedef ShaderConstantProfile PixelShaderConstantProfile; // TODO: Obsolete void GeneratePixelShaderCode(PixelShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components); void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components); void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components); #endif // GCOGL_PIXELSHADER_H