forked from dolphin-emu/dolphin
		
	This should help some games which suffer from heavy stuttering like e.g. F-Zero GX or Red Steel 2.
		
			
				
	
	
		
			122 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			122 lines
		
	
	
		
			3.2 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 I_PLIGHTS	  "cLights"
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#define I_PMATERIALS   "cmtrl"
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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_FOG			(C_INDTEXMTX + 6)		//27
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#define C_PLIGHTS		(C_FOG + 3)
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#define C_PMATERIALS	(C_PLIGHTS + 40)
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#define C_PENVCONST_END (C_PMATERIALS + 4)
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#define PIXELSHADERUID_MAX_VALUES 67
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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;
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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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// 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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const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
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void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode);
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extern PIXELSHADERUID last_pixel_shader_uid;
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#endif // GCOGL_PIXELSHADER_H
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