dolphin/Source/Core/VideoCommon/Src/PixelShaderGen.h
Ryan Houdek a357c77257 Add in GLSL setting again.
PS and VS making. Untested and won't work for now.

Add in program shader cache files.

Readd NativeVertexFormat stuffs.

Add in PS and VS cache things.

SetShaders in places.

Fixed EFB cache index computations in OpenGL renderer.

The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.

Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2012-10-09 23:23:37 -05:00

137 lines
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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 I_PLIGHTS "cLights"
#define I_PMATERIALS "cmtrl"
#define C_COLORMATRIX 0 // 0
#define C_COLORS 0 // 0
#define C_KCOLORS (C_COLORS + 4) // 4
#define C_ALPHA (C_KCOLORS + 4) // 8
#define C_TEXDIMS (C_ALPHA + 1) // 9
#define C_ZBIAS (C_TEXDIMS + 8) //17
#define C_INDTEXSCALE (C_ZBIAS + 2) //19
#define C_INDTEXMTX (C_INDTEXSCALE + 2) //21
#define C_FOG (C_INDTEXMTX + 6) //27
#define C_PLIGHTS (C_FOG + 3)
#define C_PMATERIALS (C_PLIGHTS + 40)
#define C_PENVCONST_END (C_PMATERIALS + 4)
#define PIXELSHADERUID_MAX_VALUES 70
#define PIXELSHADERUID_MAX_VALUES_SAFE 120
// Annoying sure, can be removed once we get up to GLSL ~1.3
const s_svar PSVar_Loc[] = { {I_COLORS, C_COLORS, 4 },
{I_KCOLORS, C_KCOLORS, 4 },
{I_ALPHA, C_ALPHA, 1 },
{I_TEXDIMS, C_TEXDIMS, 8 },
{I_ZBIAS , C_ZBIAS, 2 },
{I_INDTEXSCALE , C_INDTEXSCALE, 2 },
{I_INDTEXMTX, C_INDTEXMTX, 6 },
{I_FOG, C_FOG, 3 },
{I_PLIGHTS, C_PLIGHTS, 40 },
{I_PMATERIALS, C_PMATERIALS, 4 },
};
// DO NOT make anything in this class virtual.
template<bool safe>
class _PIXELSHADERUID
{
public:
u32 values[safe ? PIXELSHADERUID_MAX_VALUES_SAFE : PIXELSHADERUID_MAX_VALUES];
int num_values;
_PIXELSHADERUID()
{
}
_PIXELSHADERUID(const _PIXELSHADERUID& r)
{
num_values = r.num_values;
if (safe) memcpy(values, r.values, PIXELSHADERUID_MAX_VALUES_SAFE);
else memcpy(values, r.values, r.GetNumValues() * sizeof(values[0]));
}
int GetNumValues() const
{
if (safe) return (sizeof(values) / sizeof(u32));
else return num_values;
}
bool operator <(const _PIXELSHADERUID& _Right) const
{
int N = GetNumValues();
if (N < _Right.GetNumValues())
return true;
else if (N > _Right.GetNumValues())
return false;
for (int i = 0; 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
{
int N = GetNumValues();
if (N != _Right.GetNumValues())
return false;
for (int i = 0; i < N; ++i)
{
if (values[i] != _Right.values[i])
return false;
}
return true;
}
};
typedef _PIXELSHADERUID<false> PIXELSHADERUID;
typedef _PIXELSHADERUID<true> PIXELSHADERUIDSAFE;
// Different ways to achieve rendering with destination alpha
enum DSTALPHA_MODE
{
DSTALPHA_NONE, // Render normally, without destination alpha
DSTALPHA_ALPHA_PASS, // Render normally first, then render again for alpha
DSTALPHA_DUAL_SOURCE_BLEND // Use dual-source blending
};
const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 components);
void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode, u32 components);
// Used to make sure that our optimized pixel shader IDs don't lose any possible shader code changes
void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::string& old_code, DSTALPHA_MODE dstAlphaMode, u32 components);
#endif // GCOGL_PIXELSHADER_H