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4b978ed6f9
This handles unsupported fixed color combinations, alpha doubling, etc. Where possible, tries to avoid it - it means using a blit (without the framebuffer fetch extension), which can slow things down a lot with tons of drawcalls.
66 lines
1.8 KiB
C
66 lines
1.8 KiB
C
// Copyright (c) 2012- 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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#pragma once
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#include "Globals.h"
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struct FragmentShaderID {
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FragmentShaderID() {clear();}
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void clear() {d[0] = 0xFFFFFFFF; d[1] = 0xFFFFFFFF;}
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u32 d[2];
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bool operator < (const FragmentShaderID &other) const {
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for (size_t i = 0; i < sizeof(d) / sizeof(u32); i++) {
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if (d[i] < other.d[i])
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return true;
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if (d[i] > other.d[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 FragmentShaderID &other) const {
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for (size_t i = 0; i < sizeof(d) / sizeof(u32); i++) {
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if (d[i] != other.d[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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void ComputeFragmentShaderID(FragmentShaderID *id);
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void GenerateFragmentShader(char *buffer);
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enum StencilValueType {
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STENCIL_VALUE_UNKNOWN,
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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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};
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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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bool IsAlphaTestTriviallyTrue();
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bool IsColorTestTriviallyTrue();
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StencilValueType ReplaceAlphaWithStencilType();
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ReplaceAlphaType ReplaceAlphaWithStencil();
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bool ShouldUseShaderBlending();
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