ppsspp/GPU/Common/GPUStateUtils.h

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#pragma once
#include <cstdint>
#include "Common/CommonTypes.h"
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#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
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// TODO: Replace enums and structs with same from thin3d.h, for convenient mapping.
enum StencilValueType {
STENCIL_VALUE_UNIFORM,
STENCIL_VALUE_ZERO,
STENCIL_VALUE_ONE,
STENCIL_VALUE_KEEP,
STENCIL_VALUE_INVERT,
STENCIL_VALUE_INCR_4,
STENCIL_VALUE_INCR_8,
STENCIL_VALUE_DECR_4,
STENCIL_VALUE_DECR_8,
};
enum ReplaceAlphaType {
REPLACE_ALPHA_NO = 0,
REPLACE_ALPHA_YES = 1,
REPLACE_ALPHA_DUALSOURCE = 2,
};
enum ReplaceBlendType {
REPLACE_BLEND_NO, // Blend function handled directly with blend states.
REPLACE_BLEND_STANDARD,
// SRC part of blend function handled in-shader.
REPLACE_BLEND_PRE_SRC,
REPLACE_BLEND_PRE_SRC_2X_ALPHA,
REPLACE_BLEND_2X_ALPHA,
REPLACE_BLEND_2X_SRC,
// Full blend equation runs in shader.
// We might have to make a copy of the framebuffer target to read from.
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REPLACE_BLEND_READ_FRAMEBUFFER,
// Color blend mode and color gets copied to alpha blend mode.
REPLACE_BLEND_BLUE_TO_ALPHA,
};
enum SimulateLogicOpType {
LOGICOPTYPE_NORMAL,
LOGICOPTYPE_ONE,
LOGICOPTYPE_INVERT,
};
bool IsAlphaTestTriviallyTrue();
bool IsColorTestAgainstZero();
bool IsColorTestTriviallyTrue();
bool IsAlphaTestAgainstZero();
bool NeedsTestDiscard();
bool IsStencilTestOutputDisabled();
StencilValueType ReplaceAlphaWithStencilType();
ReplaceAlphaType ReplaceAlphaWithStencil(ReplaceBlendType replaceBlend);
ReplaceBlendType ReplaceBlendWithShader(GEBufferFormat bufferFormat);
// This is for the fallback path if real logic ops are not available.
SimulateLogicOpType SimulateLogicOpShaderTypeIfNeeded();
// Common representation, should be able to set this directly with any modern API.
struct ViewportAndScissor {
int scissorX;
int scissorY;
int scissorW;
int scissorH;
float viewportX;
float viewportY;
float viewportW;
float viewportH;
float depthRangeMin;
float depthRangeMax;
float widthScale;
float heightScale;
float depthScale;
float xOffset;
float yOffset;
float zOffset;
bool throughMode;
};
void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, float renderHeight, int bufferWidth, int bufferHeight, ViewportAndScissor &out);
void UpdateCachedViewportState(const ViewportAndScissor &vpAndScissor);
float ToScaledDepthFromIntegerScale(float z);
struct DepthScaleFactors {
float offset;
float scale;
float Apply(float z) const {
return (z - offset) * scale;
}
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float ApplyInverse(float z) const {
return (z / scale) + offset;
}
};
DepthScaleFactors GetDepthScaleFactors();
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float DepthSliceFactor();
// These are common to all modern APIs and can be easily converted with a lookup table.
enum class BlendFactor : uint8_t {
ZERO,
ONE,
SRC_COLOR,
ONE_MINUS_SRC_COLOR,
DST_COLOR,
ONE_MINUS_DST_COLOR,
SRC_ALPHA,
ONE_MINUS_SRC_ALPHA,
DST_ALPHA,
ONE_MINUS_DST_ALPHA,
CONSTANT_COLOR,
ONE_MINUS_CONSTANT_COLOR,
CONSTANT_ALPHA,
ONE_MINUS_CONSTANT_ALPHA,
SRC1_COLOR,
ONE_MINUS_SRC1_COLOR,
SRC1_ALPHA,
ONE_MINUS_SRC1_ALPHA,
INVALID,
COUNT,
};
enum class BlendEq : uint8_t {
ADD,
SUBTRACT,
REVERSE_SUBTRACT,
MIN,
MAX,
COUNT
};
// Computed blend setup, including shader stuff.
struct GenericBlendState {
bool applyFramebufferRead;
bool dirtyShaderBlendFixValues;
// Shader generation state
ReplaceAlphaType replaceAlphaWithStencil;
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ReplaceBlendType replaceBlend;
SimulateLogicOpType simulateLogicOpType;
// Resulting hardware blend state
bool blendEnabled;
BlendFactor srcColor;
BlendFactor dstColor;
BlendFactor srcAlpha;
BlendFactor dstAlpha;
BlendEq eqColor;
BlendEq eqAlpha;
bool useBlendColor;
u32 blendColor;
void setFactors(BlendFactor srcC, BlendFactor dstC, BlendFactor srcA, BlendFactor dstA) {
srcColor = srcC;
dstColor = dstC;
srcAlpha = srcA;
dstAlpha = dstA;
}
void setEquation(BlendEq eqC, BlendEq eqA) {
eqColor = eqC;
eqAlpha = eqA;
}
void setBlendColor(uint32_t color, uint8_t alpha) {
blendColor = color | ((uint32_t)alpha << 24);
useBlendColor = true;
}
void defaultBlendColor(uint8_t alpha) {
blendColor = 0xFFFFFF | ((uint32_t)alpha << 24);
useBlendColor = true;
}
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void Log();
};
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void ApplyStencilReplaceAndLogicOpIgnoreBlend(ReplaceAlphaType replaceAlphaWithStencil, GenericBlendState &blendState);
struct GenericMaskState {
bool applyFramebufferRead;
uint32_t uniformMask; // For each bit, opposite to the PSP.
// The hardware channel masks, 1 bit per color component. From bit 0, order is RGBA like in all APIs!
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uint8_t channelMask;
void ConvertToShaderBlend() {
// If we have to do it in the shader, we simply pass through all channels but mask only in the shader instead.
// Some GPUs have minor penalties for masks that are not all-channels-on or all-channels-off.
channelMask = 0xF;
applyFramebufferRead = true;
}
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void Log();
};
struct GenericStencilFuncState {
bool enabled;
GEComparison testFunc;
u8 testRef;
u8 testMask;
u8 writeMask;
GEStencilOp sFail;
GEStencilOp zFail;
GEStencilOp zPass;
};
void ConvertStencilFuncState(GenericStencilFuncState &stencilFuncState);
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struct GenericLogicState {
// If set, logic op is applied in the shader INSTEAD of in hardware.
// In this case, simulateLogicOpType and all that should be off.
bool applyFramebufferRead;
// Hardware
bool logicOpEnabled;
// Hardware and shader generation
GELogicOp logicOp;
void ConvertToShaderBlend() {
if (logicOp != GE_LOGIC_COPY) {
logicOpEnabled = false;
applyFramebufferRead = true;
// Same logicOp is kept.
}
}
void Log();
};
struct ComputedPipelineState {
GenericBlendState blendState;
GenericMaskState maskState;
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GenericLogicState logicState;
void Convert(bool shaderBitOpsSupported);
bool FramebufferRead() const {
return blendState.applyFramebufferRead;
}
};
// See issue #15898
inline bool SpongebobDepthInverseConditions(const GenericStencilFuncState &stencilState) {
// Check that the depth/stencil state matches the conditions exactly.
// Always with a depth test that's not writing to the depth buffer (only stencil.)
if (!gstate.isDepthTestEnabled() || gstate.isDepthWriteEnabled())
return false;
// Always GREATER_EQUAL, which we flip to LESS.
if (gstate.getDepthTestFunction() != GE_COMP_GEQUAL)
return false;
// The whole purpose here is a depth fail that we need to write to alpha.
if (stencilState.zFail != GE_STENCILOP_ZERO || stencilState.sFail != GE_STENCILOP_KEEP || stencilState.zPass != GE_STENCILOP_KEEP)
return false;
if (stencilState.testFunc != GE_COMP_ALWAYS || stencilState.writeMask != 0xFF)
return false;
// Lastly, verify no color is written. Natural way is a mask, in case another game uses it.
// Note that the PSP masks are reversed compared to typical APIs.
if (gstate.getColorMask() == 0xFFFFFF00)
return true;
// These games specifically use simple alpha blending with a constant zero alpha.
if (!gstate.isAlphaBlendEnabled() || gstate.getBlendFuncA() != GE_SRCBLEND_SRCALPHA || gstate.getBlendFuncB() != GE_DSTBLEND_INVSRCALPHA)
return false;
// Also make sure there's no texture, in case its alpha gets involved.
if (gstate.isTextureMapEnabled())
return false;
// Spongebob uses material alpha.
if (gstate.getMaterialAmbientA() == 0x00 && gstate.getMaterialUpdate() == 0)
return true;
// MX vs ATV : Reflex uses vertex colors, should really check them...
if (gstate.getMaterialUpdate() == 1)
return true;
// Okay, color is most likely being used if we didn't hit the above.
return false;
}