mirror of https://github.com/PCSX2/pcsx2.git
217 lines
5.2 KiB
C
217 lines
5.2 KiB
C
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#pragma once
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#include "GSLocalMemory.h"
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#include "GSVector.h"
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union GSScanlineSelector
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{
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struct
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{
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uint32 fpsm:2; // 0
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uint32 zpsm:2; // 2
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uint32 ztst:2; // 4 (0: off, 1: write, 2: test (ge), 3: test (g))
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uint32 atst:3; // 6
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uint32 afail:2; // 9
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uint32 iip:1; // 11
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uint32 tfx:3; // 12
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uint32 tcc:1; // 15
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uint32 fst:1; // 16
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uint32 ltf:1; // 17
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uint32 tlu:1; // 18
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uint32 fge:1; // 19
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uint32 date:1; // 20
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uint32 abe:1; // 21
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uint32 aba:2; // 22
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uint32 abb:2; // 24
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uint32 abc:2; // 26
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uint32 abd:2; // 28
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uint32 pabe:1; // 30
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uint32 aa1:1; // 31
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uint32 fwrite:1; // 32
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uint32 ftest:1; // 33
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uint32 rfb:1; // 34
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uint32 zwrite:1; // 35
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uint32 ztest:1; // 36
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uint32 zoverflow:1; // 37 (z max >= 0x80000000)
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uint32 wms:2; // 38
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uint32 wmt:2; // 40
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uint32 datm:1; // 42
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uint32 colclamp:1; // 43
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uint32 fba:1; // 44
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uint32 dthe:1; // 45
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uint32 prim:2; // 46
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uint32 edge:1; // 48
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uint32 tw:3; // 49 (encodes values between 3 -> 10, texture cache makes sure it is at least 3)
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uint32 lcm:1; // 52
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uint32 mmin:2; // 53
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uint32 notest:1; // 54 (no ztest, no atest, no date, no scissor test, and horizontally aligned to 4 pixels)
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// 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
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};
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struct
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{
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uint32 _pad1:22;
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uint32 ababcd:8;
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uint32 _pad2:2;
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uint32 fb:2;
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uint32 _pad3:1;
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uint32 zb:2;
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};
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struct
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{
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uint32 lo;
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uint32 hi;
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};
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uint64 key;
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operator uint32() const {return lo;}
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operator uint64() const {return key;}
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bool IsSolidRect() const
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{
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return prim == GS_SPRITE_CLASS
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&& iip == 0
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&& tfx == TFX_NONE
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&& abe == 0
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&& ztst <= 1
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&& atst <= 1
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&& date == 0
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&& fge == 0;
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}
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};
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__aligned(struct, 32) GSScanlineGlobalData // per batch variables, this is like a pixel shader constant buffer
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{
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GSScanlineSelector sel;
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// - the data of vm, tex may change, multi-threaded drawing must be finished before that happens, clut and dimx are copies
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// - tex is a cached texture, it may be recycled to free up memory, its absolute address cannot be compiled into code
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// - row and column pointers are allocated once and never change or freed, thier address can be used directly
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void* vm;
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const void* tex[7];
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uint32* clut;
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GSVector4i* dimx;
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const int* fbr;
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const int* zbr;
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const int* fbc;
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const int* zbc;
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const GSVector2i* fzbr;
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const GSVector2i* fzbc;
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GSVector4i aref;
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GSVector4i afix;
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struct {GSVector4i min, max, minmax, mask, invmask;} t; // [u] x 4 [v] x 4
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#if _M_SSE >= 0x501
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uint32 fm, zm;
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uint32 frb, fga;
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GSVector8 mxl;
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GSVector8 k; // TEX1.K * 0x10000
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GSVector8 l; // TEX1.L * -0x10000
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struct {GSVector8i i, f;} lod; // lcm == 1
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#else
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GSVector4i fm, zm;
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GSVector4i frb, fga;
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GSVector4 mxl;
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GSVector4 k; // TEX1.K * 0x10000
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GSVector4 l; // TEX1.L * -0x10000
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struct {GSVector4i i, f;} lod; // lcm == 1
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#endif
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};
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__aligned(struct, 32) GSScanlineLocalData // per prim variables, each thread has its own
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{
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#if _M_SSE >= 0x501
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struct skip {GSVector8 z, s, t, q; GSVector8i rb, ga, f, _pad;} d[8];
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struct step {GSVector4 stq; struct {uint32 rb, ga;} c; struct {uint32 z, f;} p;} d8;
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struct {GSVector8i rb, ga;} c;
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struct {uint32 z, f;} p;
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// 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)
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struct
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{
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GSVector8 z, zo;
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GSVector8i f;
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GSVector8 s, t, q;
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GSVector8i rb, ga;
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GSVector8i zs, zd;
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GSVector8i uf, vf;
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GSVector8i cov;
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// mipmapping
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struct {GSVector8i i, f;} lod;
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GSVector8i uv[2];
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GSVector8i uv_minmax[2];
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GSVector8i trb, tga;
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GSVector8i test;
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} temp;
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#else
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struct skip {GSVector4 z, s, t, q; GSVector4i rb, ga, f, _pad;} d[4];
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struct step {GSVector4 z, stq; GSVector4i c, f;} d4;
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struct {GSVector4i rb, ga;} c;
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struct {GSVector4i z, f;} p;
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// 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)
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struct
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{
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GSVector4 z, zo;
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GSVector4i f;
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GSVector4 s, t, q;
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GSVector4i rb, ga;
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GSVector4i zs, zd;
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GSVector4i uf, vf;
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GSVector4i cov;
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// mipmapping
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struct {GSVector4i i, f;} lod;
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GSVector4i uv[2];
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GSVector4i uv_minmax[2];
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GSVector4i trb, tga;
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GSVector4i test;
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} temp;
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#endif
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//
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const GSScanlineGlobalData* gd;
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};
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