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Some cleanups, add more fields to pixel shader uid.
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@ -94,6 +94,65 @@ struct pixel_shader_uid_data
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u32 bi4 : 3;
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u32 bc4 : 3;
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} tevindref;
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u32 tevorders_n_texcoord1 : 24; // 8 x 3 bit
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u32 tevorders_n_texcoord2 : 24; // 8 x 3 bit
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u32 tevorders_n_sw1 : 24; // 8 x 3 bit
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u32 tevorders_n_sw2 : 24; // 8 x 3 bit
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u32 tevorders_n_tw1 : 24; // 8 x 3 bit
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u32 tevorders_n_tw2 : 24; // 8 x 3 bit
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u32 tevind_n_bs : 32; // 16 x 2 bit
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u32 tevind_n_fmt : 32; // 16 x 2 bit
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u32 tevind_n_bt : 32; // 16 x 2 bit
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u32 tevind_n_bias1 : 24; // 8 x 3 bit
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u32 tevind_n_bias2 : 24; // 8 x 3 bit
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u32 tevind_n_mid1 : 32; // 8 x 4 bit
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u32 tevind_n_mid2 : 32; // 8 x 4 bit
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u32 tevksel_n_swap : 32; // 8 x 2 bit (swap1) + 8 x 2 bit (swap2)
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struct
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{
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struct //abc=8bit,d=10bit
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{
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u32 d : 4; // TEVSELCC_X
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u32 c : 4; // TEVSELCC_X
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u32 b : 4; // TEVSELCC_X
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u32 a : 4; // TEVSELCC_X
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u32 bias : 2;
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u32 op : 1;
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u32 clamp : 1;
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u32 shift : 2;
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u32 dest : 2; //1,2,3
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} colorC;
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struct
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{
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u32 rswap : 2;
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u32 tswap : 2;
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u32 d : 3; // TEVSELCA_
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u32 c : 3; // TEVSELCA_
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u32 b : 3; // TEVSELCA_
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u32 a : 3; // TEVSELCA_
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u32 bias : 2; //GXTevBias
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u32 op : 1;
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u32 clamp : 1;
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u32 shift : 2;
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u32 dest : 2; //1,2,3
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} alphaC;
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} combiners[16];
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struct
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{
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u32 comp0 : 3;
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u32 comp1 : 3;
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u32 logic : 2;
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// TODO: ref???
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} alpha_test;
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u32 bHasIndStage : 16;
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};
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typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
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