// 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 }, }; #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; u32 dstAlphaMode : 2; u32 Pretest : 2; u32 genMode_numtexgens : 4; u32 genMode_numtevstages : 4; u32 genMode_numindstages : 3; u32 nIndirectStagesUsed : 8; 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; } } 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 early_ztest : 1; u32 xfregs_numTexGen_numTexGens : 4; 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 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