pcsx2/plugins/GSdx/GSScanlineEnvironment.h

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/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#include "GSLocalMemory.h"
#include "GSVector.h"
union GSScanlineSelector
{
struct
{
uint32 fpsm:2; // 0
uint32 zpsm:2; // 2
uint32 ztst:2; // 4 (0: off, 1: write, 2: test (ge), 3: test (g))
uint32 atst:3; // 6
uint32 afail:2; // 9
uint32 iip:1; // 11
uint32 tfx:3; // 12
uint32 tcc:1; // 15
uint32 fst:1; // 16
uint32 ltf:1; // 17
uint32 tlu:1; // 18
uint32 fge:1; // 19
uint32 date:1; // 20
uint32 abe:1; // 21
uint32 aba:2; // 22
uint32 abb:2; // 24
uint32 abc:2; // 26
uint32 abd:2; // 28
uint32 pabe:1; // 30
uint32 aa1:1; // 31
uint32 fwrite:1; // 32
uint32 ftest:1; // 33
uint32 rfb:1; // 34
uint32 zwrite:1; // 35
uint32 ztest:1; // 36
uint32 zoverflow:1; // 37 (z max >= 0x80000000)
uint32 wms:2; // 38
uint32 wmt:2; // 40
uint32 datm:1; // 42
uint32 colclamp:1; // 43
uint32 fba:1; // 44
uint32 dthe:1; // 45
uint32 sprite:1; // 46
uint32 edge:1; // 47
uint32 tw:3; // 48 (encodes values between 3 -> 10, texture cache makes sure it is at least 3)
};
struct
{
uint32 _pad1:22;
uint32 ababcd:8;
uint32 _pad2:2;
uint32 fb:2;
uint32 _pad3:1;
uint32 zb:2;
};
struct
{
uint32 lo;
uint32 hi;
};
uint64 key;
operator uint32() const {return lo;}
operator uint64() const {return key;}
bool IsSolidRect() const
{
return sprite
&& iip == 0
&& tfx == TFX_NONE
&& abe == 0
&& ztst <= 1
&& atst <= 1
&& date == 0
&& fge == 0;
}
};
__aligned(struct, 32) GSScanlineGlobalData // per batch variables, this is like a pixel shader constant buffer
{
GSScanlineSelector sel;
// - the data of vm, tex, clut, dimx may change, multi-threaded drawing must be finished before that happens (an idea: remember which pages are used, sync when something needs to read or write them)
// - tex is a cached texture, it may be recycled to free up memory, its absolute address cannot be compiled into code
// - row and column pointers are allocated once and never change or freed, thier address can be used directly
// - if in the future drawing does not have to be synchronized per batch, the rest of GSRasterizerData should be copied here, too (scissor, prim type, vertices)
void* vm;
const void* tex;
const uint32* clut;
const GSVector4i* dimx;
const int* fbr;
const int* zbr;
const int* fbc;
const int* zbc;
const GSVector2i* fzbr;
const GSVector2i* fzbc;
GSVector4i fm, zm;
struct {GSVector4i min, max, mask, invmask;} t; // [u] x 4 [v] x 4
GSVector4i aref;
GSVector4i afix;
GSVector4i frb, fga;
};
__aligned(struct, 32) GSScanlineLocalData // per prim variables, each thread has its own
{
const GSScanlineGlobalData* gd;
struct {GSVector4 z, s, t, q; GSVector4i rb, ga, f, si, ti, _pad[7];} d[4];
struct {GSVector4 z, stq; GSVector4i c, f, st;} d4;
struct {GSVector4i rb, ga;} c;
struct {GSVector4i z, f;} p;
// these should be stored on stack as normal local variables (no free regs to use, esp cannot be saved to anywhere, and we need an aligned stack)
struct {GSVector4i z, f, s, t, q, rb, ga, zs, zd, uf, vf, cov;} temp;
};