ppsspp/GPU/GLES/FragmentShaderGenerator.h
Unknown W. Brackets 4b978ed6f9 Apply unsupported blending modes in the shader.
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.
2014-05-27 01:45:17 -07:00

66 lines
1.8 KiB
C

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "Globals.h"
struct FragmentShaderID {
FragmentShaderID() {clear();}
void clear() {d[0] = 0xFFFFFFFF; d[1] = 0xFFFFFFFF;}
u32 d[2];
bool operator < (const FragmentShaderID &other) const {
for (size_t i = 0; i < sizeof(d) / sizeof(u32); i++) {
if (d[i] < other.d[i])
return true;
if (d[i] > other.d[i])
return false;
}
return false;
}
bool operator == (const FragmentShaderID &other) const {
for (size_t i = 0; i < sizeof(d) / sizeof(u32); i++) {
if (d[i] != other.d[i])
return false;
}
return true;
}
};
void ComputeFragmentShaderID(FragmentShaderID *id);
void GenerateFragmentShader(char *buffer);
enum StencilValueType {
STENCIL_VALUE_UNKNOWN,
STENCIL_VALUE_UNIFORM,
STENCIL_VALUE_ZERO,
STENCIL_VALUE_ONE,
STENCIL_VALUE_KEEP,
};
enum ReplaceAlphaType {
REPLACE_ALPHA_NO = 0,
REPLACE_ALPHA_YES = 1,
REPLACE_ALPHA_DUALSOURCE = 2,
};
bool IsAlphaTestTriviallyTrue();
bool IsColorTestTriviallyTrue();
StencilValueType ReplaceAlphaWithStencilType();
ReplaceAlphaType ReplaceAlphaWithStencil();
bool ShouldUseShaderBlending();