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220 lines
5.8 KiB
C++
220 lines
5.8 KiB
C++
#pragma once
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#include <cstdint>
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#include "Common/CommonTypes.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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// TODO: Replace enums and structs with same from thin3d.h, for convenient mapping.
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enum StencilValueType {
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STENCIL_VALUE_UNIFORM,
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STENCIL_VALUE_ZERO,
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STENCIL_VALUE_ONE,
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STENCIL_VALUE_KEEP,
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STENCIL_VALUE_INVERT,
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STENCIL_VALUE_INCR_4,
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STENCIL_VALUE_INCR_8,
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STENCIL_VALUE_DECR_4,
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STENCIL_VALUE_DECR_8,
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};
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enum ReplaceAlphaType {
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REPLACE_ALPHA_NO = 0,
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REPLACE_ALPHA_YES = 1,
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REPLACE_ALPHA_DUALSOURCE = 2,
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};
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enum ReplaceBlendType {
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REPLACE_BLEND_NO, // Blend function handled directly with blend states.
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REPLACE_BLEND_STANDARD,
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// SRC part of blend function handled in-shader.
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REPLACE_BLEND_PRE_SRC,
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REPLACE_BLEND_PRE_SRC_2X_ALPHA,
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REPLACE_BLEND_2X_ALPHA,
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REPLACE_BLEND_2X_SRC,
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// Full blend equation runs in shader.
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// We might have to make a copy of the framebuffer target to read from.
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REPLACE_BLEND_COPY_FBO,
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// Color blend mode and color gets copied to alpha blend mode.
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REPLACE_BLEND_BLUE_TO_ALPHA,
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};
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enum LogicOpReplaceType {
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LOGICOPTYPE_NORMAL,
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LOGICOPTYPE_ONE,
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LOGICOPTYPE_INVERT,
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};
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bool IsAlphaTestTriviallyTrue();
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bool IsColorTestAgainstZero();
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bool IsColorTestTriviallyTrue();
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bool IsAlphaTestAgainstZero();
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bool NeedsTestDiscard();
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bool IsStencilTestOutputDisabled();
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StencilValueType ReplaceAlphaWithStencilType();
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ReplaceAlphaType ReplaceAlphaWithStencil(ReplaceBlendType replaceBlend);
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ReplaceBlendType ReplaceBlendWithShader(bool allowShaderBlend, GEBufferFormat bufferFormat);
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LogicOpReplaceType ReplaceLogicOpType();
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// Common representation, should be able to set this directly with any modern API.
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struct ViewportAndScissor {
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int scissorX;
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int scissorY;
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int scissorW;
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int scissorH;
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float viewportX;
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float viewportY;
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float viewportW;
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float viewportH;
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float depthRangeMin;
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float depthRangeMax;
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float widthScale;
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float heightScale;
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float depthScale;
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float xOffset;
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float yOffset;
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float zOffset;
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bool throughMode;
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};
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void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, float renderHeight, int bufferWidth, int bufferHeight, ViewportAndScissor &out);
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void UpdateCachedViewportState(const ViewportAndScissor &vpAndScissor);
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float ToScaledDepthFromIntegerScale(float z);
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struct DepthScaleFactors {
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float offset;
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float scale;
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float Apply(float z) const {
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return (z - offset) * scale;
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}
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float ApplyInverse(float z) const {
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return (z / scale) + offset;
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}
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};
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DepthScaleFactors GetDepthScaleFactors();
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float DepthSliceFactor();
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// These are common to all modern APIs and can be easily converted with a lookup table.
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enum class BlendFactor : uint8_t {
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ZERO,
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ONE,
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SRC_COLOR,
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ONE_MINUS_SRC_COLOR,
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DST_COLOR,
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ONE_MINUS_DST_COLOR,
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SRC_ALPHA,
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ONE_MINUS_SRC_ALPHA,
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DST_ALPHA,
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ONE_MINUS_DST_ALPHA,
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CONSTANT_COLOR,
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ONE_MINUS_CONSTANT_COLOR,
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CONSTANT_ALPHA,
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ONE_MINUS_CONSTANT_ALPHA,
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SRC1_COLOR,
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ONE_MINUS_SRC1_COLOR,
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SRC1_ALPHA,
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ONE_MINUS_SRC1_ALPHA,
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INVALID,
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COUNT,
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};
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enum class BlendEq : uint8_t {
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ADD,
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SUBTRACT,
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REVERSE_SUBTRACT,
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MIN,
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MAX,
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COUNT
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};
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struct GenericBlendState {
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bool enabled;
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bool resetFramebufferRead;
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bool applyFramebufferRead;
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bool dirtyShaderBlendFixValues;
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ReplaceAlphaType replaceAlphaWithStencil;
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BlendFactor srcColor;
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BlendFactor dstColor;
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BlendFactor srcAlpha;
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BlendFactor dstAlpha;
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BlendEq eqColor;
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BlendEq eqAlpha;
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bool useBlendColor;
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u32 blendColor;
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void setFactors(BlendFactor srcC, BlendFactor dstC, BlendFactor srcA, BlendFactor dstA) {
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srcColor = srcC;
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dstColor = dstC;
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srcAlpha = srcA;
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dstAlpha = dstA;
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}
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void setEquation(BlendEq eqC, BlendEq eqA) {
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eqColor = eqC;
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eqAlpha = eqA;
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}
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void setBlendColor(uint32_t color, uint8_t alpha) {
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blendColor = color | ((uint32_t)alpha << 24);
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useBlendColor = true;
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}
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void defaultBlendColor(uint8_t alpha) {
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blendColor = 0xFFFFFF | ((uint32_t)alpha << 24);
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useBlendColor = true;
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}
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};
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void ConvertBlendState(GenericBlendState &blendState, bool allowShaderBlend, bool forceReplaceBlend);
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void ApplyStencilReplaceAndLogicOpIgnoreBlend(ReplaceAlphaType replaceAlphaWithStencil, GenericBlendState &blendState);
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struct GenericMaskState {
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bool applyFramebufferRead;
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uint32_t uniformMask; // For each bit, opposite to the PSP.
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bool rgba[4]; // true = draw, false = don't draw this channel
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};
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void ConvertMaskState(GenericMaskState &maskState, bool allowFramebufferRead);
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bool IsColorWriteMaskComplex(bool allowFramebufferRead);
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struct GenericStencilFuncState {
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bool enabled;
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GEComparison testFunc;
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u8 testRef;
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u8 testMask;
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u8 writeMask;
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GEStencilOp sFail;
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GEStencilOp zFail;
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GEStencilOp zPass;
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};
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void ConvertStencilFuncState(GenericStencilFuncState &stencilFuncState);
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// See issue #15898
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inline bool SpongebobDepthInverseConditions(const GenericStencilFuncState &stencilState) {
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// Check that the depth/stencil state matches the conditions exactly
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return gstate.isDepthTestEnabled() && !gstate.isDepthWriteEnabled() &&
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gstate.getDepthTestFunction() == GE_COMP_GEQUAL &&
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stencilState.zFail == GE_STENCILOP_ZERO && stencilState.sFail == GE_STENCILOP_KEEP && stencilState.zPass == GE_STENCILOP_KEEP &&
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stencilState.testFunc == GE_COMP_ALWAYS &&
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stencilState.writeMask == 0xFF && stencilState.testMask == 0xFF && stencilState.testRef == 0xFF &&
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// And also verify no color is written. The game does this through simple alpha blending with a constant zero alpha.
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// We also check for color mask, since it's more natural, in case another game does it.
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(gstate.isAlphaBlendEnabled() &&
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gstate.getBlendFuncA() == GE_SRCBLEND_SRCALPHA &&
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gstate.getBlendFuncB() == GE_DSTBLEND_INVSRCALPHA &&
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gstate.getMaterialAmbientA() == 0x0 && // our accessor is kinda misnamed here, but material diffuse A is both used as default color and as ambient alpha
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!gstate.isTextureMapEnabled()
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) || gstate.getColorMask() == 0xFFFFFF00; // note that PSP masks are "inverted"
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}
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