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https://github.com/hrydgard/ppsspp.git
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aa3786ed21
This is a simple optimization to prevent some work games sometimes waste.
85 lines
3.9 KiB
C++
85 lines
3.9 KiB
C++
// Copyright (c) 2021- PPSSPP 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 or later versions.
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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 git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "GPU/Software/FuncId.h"
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#include "GPU/GPUState.h"
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void ComputePixelFuncID(PixelFuncID *id) {
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id->fullKey = 0;
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// TODO: Could this be minz > 0x0000 || maxz < 0xFFFF? Maybe unsafe, depending on verts...
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id->applyDepthRange = !gstate.isModeThrough();
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// Dither happens even in clear mode.
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id->dithering = gstate.isDitherEnabled();
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id->fbFormat = gstate.FrameBufFormat();
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id->useStandardStride = gstate.FrameBufStride() == 512 && gstate.DepthBufStride() == 512;
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id->applyColorWriteMask = gstate.getColorMask() != 0;
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id->clearMode = gstate.isModeClear();
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if (id->clearMode) {
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id->colorClear = gstate.isClearModeColorMask();
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id->stencilClear = gstate.isClearModeAlphaMask();
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id->depthClear = gstate.isClearModeDepthMask();
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} else {
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id->colorTest = gstate.isColorTestEnabled() && gstate.getColorTestFunction() != GE_COMP_ALWAYS;
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if (gstate.isStencilTestEnabled() && gstate.getStencilTestFunction() == GE_COMP_ALWAYS) {
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// If stencil always passes, force off when we won't write any stencil bits.
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bool stencilWrite = (gstate.pmska & 0xFF) != 0xFF && gstate.FrameBufFormat() != GE_FORMAT_565;
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if (gstate.isDepthTestEnabled() && gstate.getDepthTestFunction() != GE_COMP_ALWAYS)
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id->stencilTest = stencilWrite && (gstate.getStencilOpZPass() != GE_STENCILOP_KEEP || gstate.getStencilOpZFail() != GE_STENCILOP_KEEP);
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else
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id->stencilTest = stencilWrite && gstate.getStencilOpZPass() != GE_STENCILOP_KEEP;
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} else {
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id->stencilTest = gstate.isStencilTestEnabled();
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}
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id->depthWrite = gstate.isDepthTestEnabled() && gstate.isDepthWriteEnabled();
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if (id->stencilTest) {
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id->stencilTestFunc = gstate.getStencilTestFunction();
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id->stencilTestRef = gstate.getStencilTestRef() & gstate.getStencilTestMask();
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id->hasStencilTestMask = gstate.getStencilTestMask() != 0xFF;
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id->sFail = gstate.getStencilOpSFail();
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id->zFail = gstate.isDepthTestEnabled() ? gstate.getStencilOpZFail() : GE_STENCILOP_KEEP;
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id->zPass = gstate.getStencilOpZPass();
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}
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id->depthTestFunc = gstate.isDepthTestEnabled() ? gstate.getDepthTestFunction() : GE_COMP_ALWAYS;
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id->alphaTestFunc = gstate.isAlphaTestEnabled() ? gstate.getAlphaTestFunction() : GE_COMP_ALWAYS;
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if (id->alphaTestFunc != GE_COMP_ALWAYS) {
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id->alphaTestRef = gstate.getAlphaTestRef() & gstate.getAlphaTestMask();
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id->hasAlphaTestMask = gstate.getAlphaTestMask() != 0xFF;
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}
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id->alphaBlend = gstate.isAlphaBlendEnabled();
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// Force it off if the factors are constant and don't blend. Some games use this...
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if (id->alphaBlend && gstate.getBlendEq() == GE_BLENDMODE_MUL_AND_ADD) {
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bool srcFixedOne = gstate.getBlendFuncA() == GE_SRCBLEND_FIXA && gstate.getFixA() == 0x00FFFFFF;
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bool dstFixedZero = gstate.getBlendFuncB() == GE_DSTBLEND_FIXB && gstate.getFixB() == 0x00000000;
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if (srcFixedOne && dstFixedZero)
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id->alphaBlend = false;
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}
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if (id->alphaBlend) {
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id->alphaBlendEq = gstate.getBlendEq();
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id->alphaBlendSrc = gstate.getBlendFuncA();
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id->alphaBlendDst = gstate.getBlendFuncB();
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}
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id->applyLogicOp = gstate.isLogicOpEnabled() && gstate.getLogicOp() != GE_LOGIC_COPY;
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id->applyFog = gstate.isFogEnabled() && !gstate.isModeThrough();
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}
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}
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