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35373c5185
This drops the "feature" to load level 0 from the custom texture and all other levels from the native one if the size matches. But in my opinion, when a custom texture only provide one level, no more should be used at all.
56 lines
1.5 KiB
C++
56 lines
1.5 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 <array>
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/ConstantManager.h"
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#include "VideoCommon/PixelShaderGen.h"
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#include "VideoCommon/XFMemory.h"
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class PointerWrap;
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// The non-API dependent parts.
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class PixelShaderManager
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{
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public:
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static void Init();
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static void Dirty();
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static void Shutdown();
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static void DoState(PointerWrap &p);
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static void SetConstants(); // sets pixel shader constants
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// constant management
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// Some of these functions grab the constant values from global state,
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// so make sure to call them after memory is committed
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static void SetTevColor(int index, int component, s32 value);
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static void SetTevKonstColor(int index, int component, s32 value);
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static void SetAlpha();
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static void SetDestAlpha();
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static void SetTexDims(int texmapid, u32 width, u32 height);
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static void SetZTextureBias();
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static void SetViewportChanged();
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static void SetEfbScaleChanged();
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static void SetZSlope(float dfdx, float dfdy, float f0);
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static void SetIndMatrixChanged(int matrixidx);
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static void SetTevKSelChanged(int id);
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static void SetZTextureTypeChanged();
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static void SetIndTexScaleChanged(bool high);
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static void SetTexCoordChanged(u8 texmapid);
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static void SetFogColorChanged();
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static void SetFogParamChanged();
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static void SetFogRangeAdjustChanged();
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static PixelShaderConstants constants;
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static bool dirty;
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static bool s_bFogRangeAdjustChanged;
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static bool s_bViewPortChanged;
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};
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