dolphin/Source/Core/VideoCommon/Src/PixelShaderGen.h
Rodolfo Osvaldo Bogado f78133f261 big changes here:
- 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
2010-07-18 00:18:31 +00:00

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2.8 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef GCOGL_PIXELSHADER_H
#define GCOGL_PIXELSHADER_H
#include "VideoCommon.h"
#define I_COLORS "color"
#define I_KCOLORS "k"
#define I_ALPHA "alphaRef"
#define I_TEXDIMS "texdim"
#define I_ZBIAS "czbias"
#define I_INDTEXSCALE "cindscale"
#define I_INDTEXMTX "cindmtx"
#define I_FOG "cfog"
#define C_COLORS 0
#define C_KCOLORS (C_COLORS + 4)
#define C_ALPHA (C_KCOLORS + 4)
#define C_TEXDIMS (C_ALPHA + 1)
#define C_ZBIAS (C_TEXDIMS + 8)
#define C_INDTEXSCALE (C_ZBIAS + 2)
#define C_INDTEXMTX (C_INDTEXSCALE + 2)
#define C_FOG (C_INDTEXMTX + 6)
#define C_COLORMATRIX (C_FOG + 2)
#define C_PENVCONST_END (C_COLORMATRIX + 16)
#define PIXELSHADERUID_MAX_VALUES (5 + 32 + 6 + 11)
// DO NOT make anything in this class virtual.
class PIXELSHADERUID
{
public:
u32 values[PIXELSHADERUID_MAX_VALUES];
u16 tevstages, indstages;
PIXELSHADERUID()
{
memset(values, 0, PIXELSHADERUID_MAX_VALUES * 4);
tevstages = indstages = 0;
}
PIXELSHADERUID(const PIXELSHADERUID& r)
{
tevstages = r.tevstages;
indstages = r.indstages;
int N = GetNumValues();
_assert_(N <= PIXELSHADERUID_MAX_VALUES);
for (int i = 0; i < N; ++i)
values[i] = r.values[i];
}
int GetNumValues() const
{
return tevstages + indstages + 4;
}
bool operator <(const PIXELSHADERUID& _Right) const
{
if (values[0] < _Right.values[0])
return true;
else if (values[0] > _Right.values[0])
return false;
int N = GetNumValues();
for (int i = 1; i < N; ++i)
{
if (values[i] < _Right.values[i])
return true;
else if (values[i] > _Right.values[i])
return false;
}
return false;
}
bool operator ==(const PIXELSHADERUID& _Right) const
{
if (values[0] != _Right.values[0])
return false;
int N = GetNumValues();
for (int i = 1; i < N; ++i)
{
if (values[i] != _Right.values[i])
return false;
}
return true;
}
};
const char *GeneratePixelShaderCode(u32 texture_mask, bool dstAlphaEnable, API_TYPE ApiType);
void GetPixelShaderId(PIXELSHADERUID *uid, u32 texturemask, u32 dstAlphaEnable);
extern PIXELSHADERUID last_pixel_shader_uid;
#endif // GCOGL_PIXELSHADER_H