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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA 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 prim:2; // 46
uint32 edge:1; // 48
uint32 tw:3; // 49 (encodes values between 3 -> 10, texture cache makes sure it is at least 3)
uint32 lcm:1; // 52
uint32 mmin:2; // 53
uint32 notest:1; // 54 (no ztest, no atest, no date, no scissor test, and horizontally aligned to 4 pixels)
// TODO: 1D texture flag? could save 2 texture reads and 4 lerps with bilinear, and also the texture coordinate clamp/wrap code in one direction
};
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 prim == GS_SPRITE_CLASS
&& 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 may change, multi-threaded drawing must be finished before that happens, clut and dimx are copies
// - 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
void* vm;
const void* tex[7];
uint32* clut;
GSVector4i* dimx;
const int* fbr;
const int* zbr;
const int* fbc;
const int* zbc;
const GSVector2i* fzbr;
const GSVector2i* fzbc;
GSVector4i aref;
GSVector4i afix;
struct {GSVector4i min, max, minmax, mask, invmask;} t; // [u] x 4 [v] x 4
#if _M_SSE >= 0x501
uint32 fm, zm;
uint32 frb, fga;
GSVector8 mxl;
GSVector8 k; // TEX1.K * 0x10000
GSVector8 l; // TEX1.L * -0x10000
struct {GSVector8i i, f;} lod; // lcm == 1
#else
GSVector4i fm, zm;
GSVector4i frb, fga;
GSVector4 mxl;
GSVector4 k; // TEX1.K * 0x10000
GSVector4 l; // TEX1.L * -0x10000
struct {GSVector4i i, f;} lod; // lcm == 1
#endif
};
__aligned(struct, 32) GSScanlineLocalData // per prim variables, each thread has its own
{
#if _M_SSE >= 0x501
struct skip {GSVector8 z, s, t, q; GSVector8i rb, ga, f, _pad;} d[8];
struct step {GSVector4 stq; struct {uint32 rb, ga;} c; struct {uint32 z, f;} p;} d8;
struct {GSVector8i rb, ga;} c;
struct {uint32 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
{
GSVector8 z, zo;
GSVector8i f;
GSVector8 s, t, q;
GSVector8i rb, ga;
GSVector8i zs, zd;
GSVector8i uf, vf;
GSVector8i cov;
// mipmapping
struct {GSVector8i i, f;} lod;
GSVector8i uv[2];
GSVector8i uv_minmax[2];
GSVector8i trb, tga;
GSVector8i test;
} temp;
#else
struct skip {GSVector4 z, s, t, q; GSVector4i rb, ga, f, _pad;} d[4];
struct step {GSVector4 z, stq; GSVector4i c, f;} 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
{
GSVector4 z, zo;
GSVector4i f;
GSVector4 s, t, q;
GSVector4i rb, ga;
GSVector4i zs, zd;
GSVector4i uf, vf;
GSVector4i cov;
// mipmapping
struct {GSVector4i i, f;} lod;
GSVector4i uv[2];
GSVector4i uv_minmax[2];
GSVector4i trb, tga;
GSVector4i test;
} temp;
#endif
//
const GSScanlineGlobalData* gd;
};