mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
f78133f261
- Eliminate the useless check for cpu modifications option from efb to ram as it must be enabled always - use constant names in dx11 for buffer length calculation instead to simplify code reading - implemented scaled efb copy in opengl, still bugy in some games, the option is not in the gui but will add it when it works perfect - Change the depth calculation behavior: if the game use z textures is exactly the same as before. if the game do not use z texture calculate z values in the vertex shader. the advantage id this approach is that early z culling is applied, improving fill rate. this mus speed up things, even with ssaa and msaa enabled. please test for regression and enjoy. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5896 8ced0084-cf51-0410-be5f-012b33b47a6e
109 lines
2.8 KiB
C++
109 lines
2.8 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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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, version 2.0.
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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 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef GCOGL_PIXELSHADER_H
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#define GCOGL_PIXELSHADER_H
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#include "VideoCommon.h"
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#define I_COLORS "color"
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#define I_KCOLORS "k"
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#define I_ALPHA "alphaRef"
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#define I_TEXDIMS "texdim"
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#define I_ZBIAS "czbias"
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#define I_INDTEXSCALE "cindscale"
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#define I_INDTEXMTX "cindmtx"
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#define I_FOG "cfog"
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#define C_COLORS 0
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#define C_KCOLORS (C_COLORS + 4)
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#define C_ALPHA (C_KCOLORS + 4)
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#define C_TEXDIMS (C_ALPHA + 1)
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#define C_ZBIAS (C_TEXDIMS + 8)
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#define C_INDTEXSCALE (C_ZBIAS + 2)
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#define C_INDTEXMTX (C_INDTEXSCALE + 2)
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#define C_FOG (C_INDTEXMTX + 6)
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#define C_COLORMATRIX (C_FOG + 2)
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#define C_PENVCONST_END (C_COLORMATRIX + 16)
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#define PIXELSHADERUID_MAX_VALUES (5 + 32 + 6 + 11)
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// DO NOT make anything in this class virtual.
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class PIXELSHADERUID
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{
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public:
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u32 values[PIXELSHADERUID_MAX_VALUES];
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u16 tevstages, indstages;
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PIXELSHADERUID()
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{
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memset(values, 0, PIXELSHADERUID_MAX_VALUES * 4);
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tevstages = indstages = 0;
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}
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PIXELSHADERUID(const PIXELSHADERUID& r)
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{
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tevstages = r.tevstages;
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indstages = r.indstages;
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int N = GetNumValues();
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_assert_(N <= PIXELSHADERUID_MAX_VALUES);
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for (int i = 0; i < N; ++i)
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values[i] = r.values[i];
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}
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int GetNumValues() const
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{
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return tevstages + indstages + 4;
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}
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bool operator <(const PIXELSHADERUID& _Right) const
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{
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if (values[0] < _Right.values[0])
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return true;
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else if (values[0] > _Right.values[0])
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return false;
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int N = GetNumValues();
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for (int i = 1; i < N; ++i)
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{
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if (values[i] < _Right.values[i])
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return true;
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else if (values[i] > _Right.values[i])
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return false;
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}
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return false;
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}
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bool operator ==(const PIXELSHADERUID& _Right) const
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{
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if (values[0] != _Right.values[0])
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return false;
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int N = GetNumValues();
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for (int i = 1; i < N; ++i)
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{
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if (values[i] != _Right.values[i])
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return false;
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}
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return true;
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}
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};
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const char *GeneratePixelShaderCode(u32 texture_mask, bool dstAlphaEnable, API_TYPE ApiType);
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void GetPixelShaderId(PIXELSHADERUID *uid, u32 texturemask, u32 dstAlphaEnable);
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extern PIXELSHADERUID last_pixel_shader_uid;
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#endif // GCOGL_PIXELSHADER_H
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