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-rw-r--r--Source/Core/VideoCommon/Src/PixelShader.cpp93
-rw-r--r--Source/Core/VideoCommon/Src/PixelShader.h51
-rw-r--r--Source/Core/VideoCommon/Src/VertexShader.cpp46
-rw-r--r--Source/Core/VideoCommon/Src/VertexShader.h49
4 files changed, 239 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/Src/PixelShader.cpp b/Source/Core/VideoCommon/Src/PixelShader.cpp
index 9b5615be18..779898bafa 100644
--- a/Source/Core/VideoCommon/Src/PixelShader.cpp
+++ b/Source/Core/VideoCommon/Src/PixelShader.cpp
@@ -24,6 +24,99 @@
#include "XFMemory.h" // for texture projection mode
#include "BPMemory.h"
+// Mash together all the inputs that contribute to the code of a generated pixel shader into
+// a unique identifier, basically containing all the bits. Yup, it's a lot ....
+void GetPixelShaderId(PIXELSHADERUID &uid, u32 s_texturemask, u32 zbufrender, u32 zBufRenderToCol0)
+{
+ u32 projtexcoords = 0;
+ for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; i++) {
+ if (bpmem.tevorders[i/2].getEnable(i&1)) {
+ int texcoord = bpmem.tevorders[i/2].getTexCoord(i&1);
+ if (xfregs.texcoords[texcoord].texmtxinfo.projection )
+ projtexcoords |= 1 << texcoord;
+ }
+ }
+ uid.values[0] = (u32)bpmem.genMode.numtevstages |
+ ((u32)bpmem.genMode.numindstages << 4) |
+ ((u32)bpmem.genMode.numtexgens << 7) |
+ ((u32)bpmem.dstalpha.enable << 11) |
+ ((u32)((bpmem.alphaFunc.hex >> 16) & 0xff) << 12) |
+ (projtexcoords << 20) |
+ ((u32)bpmem.ztex2.op << 28) |
+ (zbufrender << 30) |
+ (zBufRenderToCol0 << 31);
+
+ uid.values[0] = (uid.values[0] & ~0x0ff00000) | (projtexcoords << 20);
+ // swap table
+ for (int i = 0; i < 8; i += 2)
+ ((u8*)&uid.values[1])[i/2] = (bpmem.tevksel[i].hex & 0xf) | ((bpmem.tevksel[i + 1].hex & 0xf) << 4);
+
+ uid.values[2] = s_texturemask;
+ int hdr = 3;
+ u32* pcurvalue = &uid.values[hdr];
+ for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages+1; ++i) {
+ TevStageCombiner::ColorCombiner &cc = bpmem.combiners[i].colorC;
+ TevStageCombiner::AlphaCombiner &ac = bpmem.combiners[i].alphaC;
+
+ u32 val0 = cc.hex&0xffffff;
+ u32 val1 = ac.hex&0xffffff;
+ val0 |= bpmem.tevksel[i/2].getKC(i&1)<<24;
+ val1 |= bpmem.tevksel[i/2].getKA(i&1)<<24;
+ pcurvalue[0] = val0;
+ pcurvalue[1] = val1;
+ pcurvalue += 2;
+ }
+
+ for (u32 i = 0; i < ((u32)bpmem.genMode.numtevstages+1)/2; ++i) {
+ u32 val0, val1;
+ if (bpmem.tevorders[i].hex & 0x40)
+ val0 = bpmem.tevorders[i].hex & 0x3ff;
+ else
+ val0 = bpmem.tevorders[i].hex & 0x380;
+ if (bpmem.tevorders[i].hex & 0x40000)
+ val1 = (bpmem.tevorders[i].hex & 0x3ff000) >> 12;
+ else
+ val1 = (bpmem.tevorders[i].hex & 0x380000) >> 12;
+
+ switch (i % 3) {
+ case 0: pcurvalue[0] = val0|(val1<<10); break;
+ case 1: pcurvalue[0] |= val0<<20; pcurvalue[1] = val1; pcurvalue++; break;
+ case 2: pcurvalue[1] |= (val0<<10)|(val1<<20); pcurvalue++; break;
+ }
+ }
+
+ if ((bpmem.genMode.numtevstages + 1) & 1) { // odd
+ u32 val0;
+ if (bpmem.tevorders[bpmem.genMode.numtevstages/2].hex & 0x40)
+ val0 = bpmem.tevorders[bpmem.genMode.numtevstages/2].hex&0x3ff;
+ else
+ val0 = bpmem.tevorders[bpmem.genMode.numtevstages/2].hex & 0x380;
+
+ switch (bpmem.genMode.numtevstages % 3) {
+ case 0: pcurvalue[0] = val0; break;
+ case 1: pcurvalue[0] |= val0 << 20; break;
+ case 2: pcurvalue[1] |= val0 << 10; pcurvalue++; break;
+ }
+ }
+
+ if ((bpmem.genMode.numtevstages % 3) != 2)
+ ++pcurvalue;
+
+ uid.tevstages = (u32)(pcurvalue-&uid.values[0]-hdr);
+
+ for (u32 i = 0; i < bpmem.genMode.numindstages; ++i) {
+ u32 val = bpmem.tevind[i].hex & 0x1fffff; // 21 bits
+ switch (i%3) {
+ case 0: pcurvalue[0] = val; break;
+ case 1: pcurvalue[0] |= val << 21; pcurvalue[1] = val >> 11; ++pcurvalue; break;
+ case 2: pcurvalue[0] |= val << 10; ++pcurvalue; break;
+ }
+ }
+
+ // yeah, well ....
+ uid.indstages = (u32)(pcurvalue - &uid.values[0] - 2 - uid.tevstages);
+}
+
// old tev->pixelshader notes
//
// color for this stage (alpha, color) is given by bpmem.tevorders[0].colorchan0
diff --git a/Source/Core/VideoCommon/Src/PixelShader.h b/Source/Core/VideoCommon/Src/PixelShader.h
index 9823a2870b..876daefb2f 100644
--- a/Source/Core/VideoCommon/Src/PixelShader.h
+++ b/Source/Core/VideoCommon/Src/PixelShader.h
@@ -39,6 +39,57 @@
#define C_COLORMATRIX (C_INDTEXMTX+6)
+class PIXELSHADERUID
+{
+public:
+ u32 values[4+32+6+11];
+ u16 tevstages, indstages;
+
+ PIXELSHADERUID() {
+ memset(values, 0, (4+32+6+11) * 4);
+ tevstages = indstages = 0;
+ }
+ PIXELSHADERUID(const PIXELSHADERUID& r)
+ {
+ tevstages = r.tevstages;
+ indstages = r.indstages;
+ int N = tevstages + indstages + 3;
+ _assert_(N <= 4+32+6+11);
+ for (int i = 0; i < N; ++i)
+ values[i] = r.values[i];
+ }
+ int GetNumValues() const {
+ return tevstages + indstages + 3; // numTevStages*3/2+1
+ }
+ 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;
+ }
+};
+
char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0);
+void GetPixelShaderId(PIXELSHADERUID &, u32 s_texturemask, u32 zbufrender, u32 zBufRenderToCol0);
#endif
diff --git a/Source/Core/VideoCommon/Src/VertexShader.cpp b/Source/Core/VideoCommon/Src/VertexShader.cpp
index 04acf1c651..5fd307b881 100644
--- a/Source/Core/VideoCommon/Src/VertexShader.cpp
+++ b/Source/Core/VideoCommon/Src/VertexShader.cpp
@@ -23,6 +23,52 @@
#include "BPMemory.h"
#include "VertexShader.h"
+// Mash together all the inputs that contribute to the code of a generated vertex shader into
+// a unique identifier, basically containing all the bits. Yup, it's a lot ....
+void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components, u32 zbufrender)
+{
+ vid.values[0] = components |
+ (xfregs.numTexGens << 23) |
+ (xfregs.nNumChans << 27) |
+ ((u32)xfregs.bEnableDualTexTransform << 29) |
+ (zbufrender << 30);
+
+ for (int i = 0; i < 2; ++i) {
+ vid.values[1+i] = xfregs.colChans[i].color.enablelighting ?
+ (u32)xfregs.colChans[i].color.hex :
+ (u32)xfregs.colChans[i].color.matsource;
+ vid.values[1+i] |= (xfregs.colChans[i].alpha.enablelighting ?
+ (u32)xfregs.colChans[i].alpha.hex :
+ (u32)xfregs.colChans[i].alpha.matsource) << 15;
+ }
+
+ // fog
+ vid.values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel & 3) << 30);
+ vid.values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel >> 2) << 30);
+
+ u32* pcurvalue = &vid.values[3];
+ for (int i = 0; i < xfregs.numTexGens; ++i) {
+ TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
+ if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
+ tinfo.hex &= 0x7ff;
+ if (tinfo.texgentype != XF_TEXGEN_REGULAR)
+ tinfo.projection = 0;
+
+ u32 val = ((tinfo.hex >> 1) & 0x1ffff);
+ if (xfregs.bEnableDualTexTransform && tinfo.texgentype == XF_TEXGEN_REGULAR) {
+ // rewrite normalization and post index
+ val |= ((u32)xfregs.texcoords[i].postmtxinfo.index << 17) | ((u32)xfregs.texcoords[i].postmtxinfo.normalize << 23);
+ }
+
+ switch (i & 3) {
+ case 0: pcurvalue[0] |= val; break;
+ case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break;
+ case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break;
+ case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break;
+ }
+ }
+}
+
static char text[16384];
#define WRITE p+=sprintf
diff --git a/Source/Core/VideoCommon/Src/VertexShader.h b/Source/Core/VideoCommon/Src/VertexShader.h
index 309a6ab8b5..2680581acb 100644
--- a/Source/Core/VideoCommon/Src/VertexShader.h
+++ b/Source/Core/VideoCommon/Src/VertexShader.h
@@ -46,6 +46,55 @@
#define C_POSTTRANSFORMMATRICES (C_NORMALMATRICES+32)
#define C_FOGPARAMS (C_POSTTRANSFORMMATRICES+64)
+
+class VERTEXSHADERUID
+{
+public:
+ u32 values[9];
+
+ VERTEXSHADERUID() {
+ memset(values, 0, sizeof(values));
+ }
+
+ VERTEXSHADERUID(const VERTEXSHADERUID& r) {
+ for (size_t i = 0; i < sizeof(values) / sizeof(u32); ++i)
+ values[i] = r.values[i];
+ }
+
+ int GetNumValues() const {
+ return (((values[0] >> 23) & 0xf)*3 + 3)/4 + 3; // numTexGens*3/4+1
+ }
+
+ bool operator <(const VERTEXSHADERUID& _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 VERTEXSHADERUID& _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;
+ }
+};
+
char *GenerateVertexShader(u32 components, bool has_zbuffer_target);
+void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components, u32 zbufrender);
#endif