143 lines
4.1 KiB
C
143 lines
4.1 KiB
C
// 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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#pragma once
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#include "VideoCommon.h"
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#include "ShaderGenCommon.h"
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#include "BPMemory.h"
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#include "LightingShaderGen.h"
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#define I_COLORS "color"
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#define I_KCOLORS "k"
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#define I_ALPHA "alphaRef"
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#define I_TEXDIMS "texdim"
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#define I_ZBIAS "czbias"
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#define I_INDTEXSCALE "cindscale"
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#define I_INDTEXMTX "cindmtx"
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#define I_FOG "cfog"
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#define I_PLIGHTS "cPLights"
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#define I_PMATERIALS "cPmtrl"
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// TODO: get rid of them as they aren't used
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#define C_COLORMATRIX 0 // 0
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#define C_COLORS 0 // 0
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#define C_KCOLORS (C_COLORS + 4) // 4
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#define C_ALPHA (C_KCOLORS + 4) // 8
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#define C_TEXDIMS (C_ALPHA + 1) // 9
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#define C_ZBIAS (C_TEXDIMS + 8) //17
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#define C_INDTEXSCALE (C_ZBIAS + 2) //19
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#define C_INDTEXMTX (C_INDTEXSCALE + 2) //21
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#define C_FOG (C_INDTEXMTX + 6) //27
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#define C_PLIGHTS (C_FOG + 3)
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#define C_PMATERIALS (C_PLIGHTS + 40)
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#define C_PENVCONST_END (C_PMATERIALS + 4)
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// Different ways to achieve rendering with destination alpha
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enum DSTALPHA_MODE
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{
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DSTALPHA_NONE, // Render normally, without destination alpha
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DSTALPHA_ALPHA_PASS, // Render normally first, then render again for alpha
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DSTALPHA_DUAL_SOURCE_BLEND // Use dual-source blending
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};
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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; }
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u32 components : 23;
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u32 dstAlphaMode : 2;
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u32 Pretest : 2;
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u32 nIndirectStagesUsed : 4;
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u32 pad0 : 1;
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u32 genMode_numtexgens : 4;
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u32 genMode_numtevstages : 4;
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u32 genMode_numindstages : 3;
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u32 alpha_test_comp0 : 3;
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u32 alpha_test_comp1 : 3;
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u32 alpha_test_logic : 2;
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u32 alpha_test_use_zcomploc_hack : 1;
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u32 fog_proj : 1;
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u32 fog_fsel : 3;
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u32 fog_RangeBaseEnabled : 1;
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u32 ztex_op : 2;
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u32 fast_depth_calc : 1;
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u32 per_pixel_depth : 1;
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u32 forced_early_z : 1;
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u32 early_ztest : 1;
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u32 pad1 : 1;
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u32 texMtxInfo_n_projection : 8; // 8x1 bit
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u32 tevindref_bi0 : 3;
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u32 tevindref_bc0 : 3;
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u32 tevindref_bi1 : 3;
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u32 tevindref_bc1 : 3;
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u32 tevindref_bi2 : 3;
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u32 tevindref_bc3 : 3;
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u32 tevindref_bi4 : 3;
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u32 tevindref_bc4 : 3;
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inline void SetTevindrefValues(int index, u32 texcoord, u32 texmap)
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{
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if (index == 0) { tevindref_bc0 = texcoord; tevindref_bi0 = texmap; }
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else if (index == 1) { tevindref_bc1 = texcoord; tevindref_bi1 = texmap; }
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else if (index == 2) { tevindref_bc3 = texcoord; tevindref_bi2 = texmap; }
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else if (index == 3) { tevindref_bc4 = texcoord; tevindref_bi4 = texmap; }
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}
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inline void SetTevindrefTexmap(int index, u32 texmap)
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{
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if (index == 0) { tevindref_bi0 = texmap; }
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else if (index == 1) { tevindref_bi1 = texmap; }
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else if (index == 2) { tevindref_bi2 = texmap; }
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else if (index == 3) { tevindref_bi4 = texmap; }
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}
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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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u32 tevorders_texmap : 3;
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u32 tevorders_texcoord : 3;
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u32 tevorders_enable : 1;
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u32 tevorders_colorchan : 3;
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u32 pad1 : 6;
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// TODO: Clean up the swapXY mess
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u32 hasindstage : 1;
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u32 tevind : 21;
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u32 tevksel_swap1a : 2;
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u32 tevksel_swap2a : 2;
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u32 tevksel_swap1b : 2;
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u32 tevksel_swap2b : 2;
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u32 pad2 : 2;
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u32 tevksel_swap1c : 2;
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u32 tevksel_swap2c : 2;
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u32 tevksel_swap1d : 2;
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u32 tevksel_swap2d : 2;
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u32 tevksel_kc : 5;
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u32 tevksel_ka : 5;
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u32 pad3 : 14;
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} stagehash[16];
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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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typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
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typedef ShaderCode PixelShaderCode; // TODO: Obsolete
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typedef ShaderConstantProfile PixelShaderConstantProfile; // TODO: Obsolete
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void GeneratePixelShaderCode(PixelShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
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void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
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void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
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