mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 06:39:46 -06:00
Clean up various things.
This commit is contained in:
@ -24,7 +24,7 @@
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// Increment this every time you change shader generation code.
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enum
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{
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LINEAR_DISKCACHE_VER = 6965
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LINEAR_DISKCACHE_VER = 6966
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};
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// On disk format:
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@ -27,8 +27,6 @@
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#include "VideoConfig.h"
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#include "NativeVertexFormat.h"
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PIXELSHADERUID last_pixel_shader_uid;
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static int AlphaPreTest();
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static void StageHash(int stage, u32* out)
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@ -104,8 +102,9 @@ static void StageHash(int stage, u32* out)
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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// It would likely be a lot more efficient to build this incrementally as the attributes
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// are set...
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void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode)
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void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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memset(uid->values, 0, sizeof(uid->values));
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uid->values[0] |= bpmem.genMode.numtevstages; // 4
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uid->values[0] |= bpmem.genMode.numtexgens << 4; // 4
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uid->values[0] |= dstAlphaMode << 8; // 2
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@ -192,13 +191,17 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode)
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++ptr;
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if (enablePL)
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{
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ptr += GetLightingShaderId(ptr);
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*ptr++ = components;
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}
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uid->num_values = ptr - uid->values;
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}
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void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode)
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void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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memset(uid->values, 0, sizeof(uid->values));
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u32* ptr = uid->values;
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*ptr++ = dstAlphaMode; // 0
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*ptr++ = bpmem.genMode.hex; // 1
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@ -211,11 +214,11 @@ void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode)
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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// TODO: Include register states for lighting shader
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*ptr++ = xfregs.color[0].hex;
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*ptr++ = xfregs.alpha[0].hex;
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*ptr++ = xfregs.color[1].hex;
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*ptr++ = xfregs.alpha[1].hex;
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*ptr++ = components;
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}
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for (unsigned int i = 0; i < 8; ++i)
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@ -251,7 +254,7 @@ void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::
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return;
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PIXELSHADERUIDSAFE new_id;
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GetSafePixelShaderId(&new_id, dstAlphaMode);
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GetSafePixelShaderId(&new_id, dstAlphaMode, components);
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if (!(old_id == new_id))
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{
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@ -874,13 +877,13 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
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}
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else if (bpmem.tevind[n].mid <= 7 && bHasTexCoord)
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{ // s matrix
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// TODO: Might become negative?
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_assert_(bpmem.tevind[n].mid >= 5);
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int mtxidx = 2*(bpmem.tevind[n].mid-5);
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WRITE(p, "float2 indtevtrans%d = "I_INDTEXMTX"[%d].ww * uv%d.xy * indtevcrd%d.xx;\n", n, mtxidx, texcoord, n);
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}
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else if (bpmem.tevind[n].mid <= 11 && bHasTexCoord)
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{ // t matrix
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// TODO: Might become negative?
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_assert_(bpmem.tevind[n].mid >= 9);
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int mtxidx = 2*(bpmem.tevind[n].mid-9);
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WRITE(p, "float2 indtevtrans%d = "I_INDTEXMTX"[%d].ww * uv%d.xy * indtevcrd%d.yy;\n", n, mtxidx, texcoord, n);
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}
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@ -44,8 +44,8 @@
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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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#define PIXELSHADERUID_MAX_VALUES 69
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#define PIXELSHADERUID_MAX_VALUES_SAFE 117
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#define PIXELSHADERUID_MAX_VALUES 70
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#define PIXELSHADERUID_MAX_VALUES_SAFE 120
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// DO NOT make anything in this class virtual.
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template<bool safe>
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@ -53,14 +53,10 @@ class _PIXELSHADERUID
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{
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public:
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u32 values[safe ? PIXELSHADERUID_MAX_VALUES_SAFE : PIXELSHADERUID_MAX_VALUES];
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u16 num_values;
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int num_values;
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_PIXELSHADERUID()
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{
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memset(values, 0, sizeof(values));
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if (safe) num_values = sizeof(values) / sizeof(values[0]);
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else num_values = 0;
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}
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_PIXELSHADERUID(const _PIXELSHADERUID& r)
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@ -119,13 +115,10 @@ enum DSTALPHA_MODE
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const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
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// TODO: Wtf, those need components as well! -.-
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void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode);
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void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode);
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void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 components);
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void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode, u32 components);
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// Used to make sure that our optimized pixel shader IDs don't lose any possible shader code changes
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void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::string& old_code, DSTALPHA_MODE dstAlphaMode, u32 components);
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extern PIXELSHADERUID last_pixel_shader_uid;
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#endif // GCOGL_PIXELSHADER_H
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@ -26,12 +26,11 @@
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#include "VertexShaderGen.h"
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#include "VideoConfig.h"
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VERTEXSHADERUID last_vertex_shader_uid;
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// Mash together all the inputs that contribute to the code of a generated vertex shader into
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components)
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{
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memset(uid->values, 0, sizeof(uid->values));
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uid->values[0] = components |
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(xfregs.numTexGen.numTexGens << 23) |
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(xfregs.numChan.numColorChans << 27) |
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@ -67,6 +66,7 @@ void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components)
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void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components)
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{
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// Just store all used registers here without caring whether we need all bits or less.
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memset(uid->values, 0, sizeof(uid->values));
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u32* ptr = uid->values;
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*ptr++ = components;
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*ptr++ = xfregs.numTexGen.hex;
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@ -57,7 +57,6 @@ public:
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_VERTEXSHADERUID()
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{
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memset(values, 0, sizeof(values));
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}
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_VERTEXSHADERUID(const _VERTEXSHADERUID& r)
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@ -116,6 +115,4 @@ void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components);
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// Used to make sure that our optimized vertex shader IDs don't lose any possible shader code changes
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void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components);
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extern VERTEXSHADERUID last_vertex_shader_uid;
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#endif // GCOGL_VERTEXSHADER_H
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