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613781c765
Based on the feedback from pull request #1767 I have put in most of degasus's suggestions in here now. I think we have a real winner here as moving the code to VertexManagerBase for a function has allowed OGL to utilize zfreeze now :) Correct use of the vertex pointer has also corrected most of the issue found in pull request #1767 that JMC47 stated. Which also for me now has Mario Tennis working with no polygon spikes on the characters anymore! Shadows are still an issue and probably in the other games with shadow problems. Rebel Strike also seems better but random skybox glitches can show up.
134 lines
4.1 KiB
C
134 lines
4.1 KiB
C
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/LightingShaderGen.h"
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#include "VideoCommon/ShaderGenCommon.h"
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#include "VideoCommon/VideoCommon.h"
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// TODO: get rid of them as they aren't used
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#define C_COLORMATRIX 0 // 0
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#define C_COLORS 0 // 0
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#define C_KCOLORS (C_COLORS + 4) // 4
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#define C_ALPHA (C_KCOLORS + 4) // 8
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#define C_TEXDIMS (C_ALPHA + 1) // 9
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#define C_ZBIAS (C_TEXDIMS + 8) //17
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#define C_INDTEXSCALE (C_ZBIAS + 2) //19
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#define C_INDTEXMTX (C_INDTEXSCALE + 2) //21
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#define C_FOGCOLOR (C_INDTEXMTX + 6) //27
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#define C_FOGI (C_FOGCOLOR + 1) //28
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#define C_FOGF (C_FOGI + 2) //29
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#define C_ZSLOPE (C_FOGF + 1) //31
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#define C_PENVCONST_END (C_ZSLOPE + 2)
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// Different ways to achieve rendering with destination alpha
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enum DSTALPHA_MODE
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{
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DSTALPHA_NONE, // Render normally, without destination alpha
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DSTALPHA_ALPHA_PASS, // Render normally first, then render again for alpha
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DSTALPHA_DUAL_SOURCE_BLEND // Use dual-source blending
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};
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#pragma pack(1)
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struct pixel_shader_uid_data
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{
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// TODO: Optimize field order for easy access!
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u32 num_values; // TODO: Shouldn't be a u32
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u32 NumValues() const { return num_values; }
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u32 components : 23;
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u32 dstAlphaMode : 2;
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u32 Pretest : 2;
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u32 nIndirectStagesUsed : 4;
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u32 stereo : 1;
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u32 genMode_numtexgens : 4;
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u32 genMode_numtevstages : 4;
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u32 genMode_numindstages : 3;
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u32 alpha_test_comp0 : 3;
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u32 alpha_test_comp1 : 3;
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u32 alpha_test_logic : 2;
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u32 alpha_test_use_zcomploc_hack : 1;
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u32 fog_proj : 1;
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u32 fog_fsel : 3;
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u32 fog_RangeBaseEnabled : 1;
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u32 ztex_op : 2;
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u32 fast_depth_calc : 1;
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u32 per_pixel_depth : 1;
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u32 forced_early_z : 1;
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u32 early_ztest : 1;
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u32 bounding_box : 1;
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u32 zfreeze : 1;
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u32 texMtxInfo_n_projection : 8; // 8x1 bit
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u32 tevindref_bi0 : 3;
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u32 tevindref_bc0 : 3;
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u32 tevindref_bi1 : 3;
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u32 tevindref_bc1 : 3;
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u32 tevindref_bi2 : 3;
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u32 tevindref_bc3 : 3;
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u32 tevindref_bi4 : 3;
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u32 tevindref_bc4 : 3;
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inline void SetTevindrefValues(int index, u32 texcoord, u32 texmap)
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{
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if (index == 0) { tevindref_bc0 = texcoord; tevindref_bi0 = texmap; }
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else if (index == 1) { tevindref_bc1 = texcoord; tevindref_bi1 = texmap; }
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else if (index == 2) { tevindref_bc3 = texcoord; tevindref_bi2 = texmap; }
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else if (index == 3) { tevindref_bc4 = texcoord; tevindref_bi4 = texmap; }
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}
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inline void SetTevindrefTexmap(int index, u32 texmap)
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{
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if (index == 0) { tevindref_bi0 = texmap; }
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else if (index == 1) { tevindref_bi1 = texmap; }
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else if (index == 2) { tevindref_bi2 = texmap; }
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else if (index == 3) { tevindref_bi4 = texmap; }
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}
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struct {
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// TODO: Can save a lot space by removing the padding bits
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u32 cc : 24;
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u32 ac : 24;
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u32 tevorders_texmap : 3;
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u32 tevorders_texcoord : 3;
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u32 tevorders_enable : 1;
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u32 tevorders_colorchan : 3;
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u32 pad1 : 6;
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// TODO: Clean up the swapXY mess
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u32 hasindstage : 1;
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u32 tevind : 21;
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u32 tevksel_swap1a : 2;
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u32 tevksel_swap2a : 2;
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u32 tevksel_swap1b : 2;
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u32 tevksel_swap2b : 2;
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u32 pad2 : 2;
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u32 tevksel_swap1c : 2;
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u32 tevksel_swap2c : 2;
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u32 tevksel_swap1d : 2;
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u32 tevksel_swap2d : 2;
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u32 tevksel_kc : 5;
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u32 tevksel_ka : 5;
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u32 pad3 : 14;
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} stagehash[16];
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// TODO: I think we're fine without an enablePixelLighting field, should probably double check, though..
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LightingUidData lighting;
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};
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#pragma pack()
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typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
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typedef ShaderCode PixelShaderCode; // TODO: Obsolete
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typedef ShaderConstantProfile PixelShaderConstantProfile; // TODO: Obsolete
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void GeneratePixelShaderCode(PixelShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
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void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
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void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
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