// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include "Common/BitSet.h" #include "Common/CommonTypes.h" // Vertex array numbers enum { ARRAY_POSITION = 0, ARRAY_NORMAL = 1, ARRAY_COLOR = 2, ARRAY_COLOR2 = 3, ARRAY_TEXCOORD0 = 4, }; // Vertex components enum { NOT_PRESENT = 0, DIRECT = 1, INDEX8 = 2, INDEX16 = 3, MASK_INDEXED = 2, }; enum { FORMAT_UBYTE = 0, // 2 Cmp FORMAT_BYTE = 1, // 3 Cmp FORMAT_USHORT = 2, FORMAT_SHORT = 3, FORMAT_FLOAT = 4, }; enum { FORMAT_16B_565 = 0, // NA FORMAT_24B_888 = 1, FORMAT_32B_888x = 2, FORMAT_16B_4444 = 3, FORMAT_24B_6666 = 4, FORMAT_32B_8888 = 5, }; #pragma pack(4) union TVtxDesc { u64 Hex; struct { // 0: not present // 1: present u64 PosMatIdx : 1; u64 Tex0MatIdx : 1; u64 Tex1MatIdx : 1; u64 Tex2MatIdx : 1; u64 Tex3MatIdx : 1; u64 Tex4MatIdx : 1; u64 Tex5MatIdx : 1; u64 Tex6MatIdx : 1; u64 Tex7MatIdx : 1; // 00: not present // 01: direct // 10: 8 bit index // 11: 16 bit index u64 Position : 2; u64 Normal : 2; u64 Color0 : 2; u64 Color1 : 2; u64 Tex0Coord : 2; u64 Tex1Coord : 2; u64 Tex2Coord : 2; u64 Tex3Coord : 2; u64 Tex4Coord : 2; u64 Tex5Coord : 2; u64 Tex6Coord : 2; u64 Tex7Coord : 2; u64 :31; }; struct { u32 Hex0, Hex1; }; }; union UVAT_group0 { u32 Hex; struct { // 0:8 u32 PosElements : 1; u32 PosFormat : 3; u32 PosFrac : 5; // 9:12 u32 NormalElements : 1; u32 NormalFormat : 3; // 13:16 u32 Color0Elements : 1; u32 Color0Comp : 3; // 17:20 u32 Color1Elements : 1; u32 Color1Comp : 3; // 21:29 u32 Tex0CoordElements : 1; u32 Tex0CoordFormat : 3; u32 Tex0Frac : 5; // 30:31 u32 ByteDequant : 1; u32 NormalIndex3 : 1; }; }; union UVAT_group1 { u32 Hex; struct { // 0:8 u32 Tex1CoordElements : 1; u32 Tex1CoordFormat : 3; u32 Tex1Frac : 5; // 9:17 u32 Tex2CoordElements : 1; u32 Tex2CoordFormat : 3; u32 Tex2Frac : 5; // 18:26 u32 Tex3CoordElements : 1; u32 Tex3CoordFormat : 3; u32 Tex3Frac : 5; // 27:30 u32 Tex4CoordElements : 1; u32 Tex4CoordFormat : 3; // u32 : 1; }; }; union UVAT_group2 { u32 Hex; struct { // 0:4 u32 Tex4Frac : 5; // 5:13 u32 Tex5CoordElements : 1; u32 Tex5CoordFormat : 3; u32 Tex5Frac : 5; // 14:22 u32 Tex6CoordElements : 1; u32 Tex6CoordFormat : 3; u32 Tex6Frac : 5; // 23:31 u32 Tex7CoordElements : 1; u32 Tex7CoordFormat : 3; u32 Tex7Frac : 5; }; }; struct ColorAttr { u8 Elements; u8 Comp; }; struct TexAttr { u8 Elements; u8 Format; u8 Frac; }; struct TVtxAttr { u8 PosElements; u8 PosFormat; u8 PosFrac; u8 NormalElements; u8 NormalFormat; ColorAttr color[2]; TexAttr texCoord[8]; bool ByteDequant; u8 NormalIndex3; }; // Matrix indices union TMatrixIndexA { struct { u32 PosNormalMtxIdx : 6; u32 Tex0MtxIdx : 6; u32 Tex1MtxIdx : 6; u32 Tex2MtxIdx : 6; u32 Tex3MtxIdx : 6; }; struct { u32 Hex : 30; u32 unused : 2; }; }; union TMatrixIndexB { struct { u32 Tex4MtxIdx : 6; u32 Tex5MtxIdx : 6; u32 Tex6MtxIdx : 6; u32 Tex7MtxIdx : 6; }; struct { u32 Hex : 24; u32 unused : 8; }; }; #pragma pack() struct VAT { UVAT_group0 g0; UVAT_group1 g1; UVAT_group2 g2; }; class VertexLoaderBase; // STATE_TO_SAVE struct CPState final { u32 array_bases[16]; u32 array_strides[16]; TMatrixIndexA matrix_index_a; TMatrixIndexB matrix_index_b; TVtxDesc vtx_desc; // Most games only use the first VtxAttr and simply reconfigure it all the time as needed. VAT vtx_attr[8]; // Attributes that actually belong to VertexLoaderManager: BitSet32 attr_dirty; VertexLoaderBase* vertex_loaders[8]; }; class PointerWrap; extern void DoCPState(PointerWrap& p); extern void CopyPreprocessCPStateFromMain(); extern CPState g_main_cp_state; extern CPState g_preprocess_cp_state; extern u8 *cached_arraybases[16]; // Might move this into its own file later. void LoadCPReg(u32 SubCmd, u32 Value, bool is_preprocess = false); // Fills memory with data from CP regs void FillCPMemoryArray(u32 *memory);