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RenderState.h
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RenderState.h
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// Copyright 2016 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "Common/BitField.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/BPStructs.h"
enum class AbstractTextureFormat : u32;
enum class PrimitiveType : u32
{
Points,
Lines,
Triangles,
TriangleStrip,
};
union RasterizationState
{
void Generate(const BPMemory& bp, PrimitiveType primitive_type);
RasterizationState() = default;
RasterizationState(const RasterizationState&) = default;
RasterizationState& operator=(const RasterizationState& rhs)
{
hex = rhs.hex;
return *this;
}
RasterizationState(RasterizationState&&) = default;
RasterizationState& operator=(RasterizationState&& rhs)
{
hex = rhs.hex;
return *this;
}
bool operator==(const RasterizationState& rhs) const { return hex == rhs.hex; }
bool operator!=(const RasterizationState& rhs) const { return !operator==(rhs); }
bool operator<(const RasterizationState& rhs) const { return hex < rhs.hex; }
BitField<0, 2, CullMode> cullmode;
BitField<3, 2, PrimitiveType> primitive;
u32 hex;
};
union FramebufferState
{
FramebufferState() = default;
FramebufferState(const FramebufferState&) = default;
FramebufferState& operator=(const FramebufferState& rhs)
{
hex = rhs.hex;
return *this;
}
FramebufferState(FramebufferState&&) = default;
FramebufferState& operator=(FramebufferState&& rhs)
{
hex = rhs.hex;
return *this;
}
bool operator==(const FramebufferState& rhs) const { return hex == rhs.hex; }
bool operator!=(const FramebufferState& rhs) const { return !operator==(rhs); }
BitField<0, 8, AbstractTextureFormat> color_texture_format;
BitField<8, 8, AbstractTextureFormat> depth_texture_format;
BitField<16, 8, u32> samples;
BitField<24, 1, u32> per_sample_shading;
u32 hex;
};
union DepthState
{
void Generate(const BPMemory& bp);
DepthState() = default;
DepthState(const DepthState&) = default;
DepthState& operator=(const DepthState& rhs)
{
hex = rhs.hex;
return *this;
}
DepthState(DepthState&&) = default;
DepthState& operator=(DepthState&& rhs)
{
hex = rhs.hex;
return *this;
}
bool operator==(const DepthState& rhs) const { return hex == rhs.hex; }
bool operator!=(const DepthState& rhs) const { return !operator==(rhs); }
bool operator<(const DepthState& rhs) const { return hex < rhs.hex; }
BitField<0, 1, u32> testenable;
BitField<1, 1, u32> updateenable;
BitField<2, 3, CompareMode> func;
u32 hex;
};
union BlendingState
{
void Generate(const BPMemory& bp);
// HACK: Replaces logical operations with blend operations.
// Will not be bit-correct, and in some cases not even remotely in the same ballpark.
void ApproximateLogicOpWithBlending();
BlendingState() = default;
BlendingState(const BlendingState&) = default;
BlendingState& operator=(const BlendingState& rhs)
{
hex = rhs.hex;
return *this;
}
BlendingState(BlendingState&&) = default;
BlendingState& operator=(BlendingState&& rhs)
{
hex = rhs.hex;
return *this;
}
bool operator==(const BlendingState& rhs) const { return hex == rhs.hex; }
bool operator!=(const BlendingState& rhs) const { return !operator==(rhs); }
bool operator<(const BlendingState& rhs) const { return hex < rhs.hex; }
BitField<0, 1, u32> blendenable;
BitField<1, 1, u32> logicopenable;
BitField<2, 1, u32> dstalpha;
BitField<3, 1, u32> colorupdate;
BitField<4, 1, u32> alphaupdate;
BitField<5, 1, u32> subtract;
BitField<6, 1, u32> subtractAlpha;
BitField<7, 1, u32> usedualsrc;
BitField<8, 3, DstBlendFactor> dstfactor;
BitField<11, 3, SrcBlendFactor> srcfactor;
BitField<14, 3, DstBlendFactor> dstfactoralpha;
BitField<17, 3, SrcBlendFactor> srcfactoralpha;
BitField<20, 4, LogicOp> logicmode;
u32 hex;
};
struct SamplerState
{
void Generate(const BPMemory& bp, u32 index);
SamplerState() = default;
SamplerState(const SamplerState&) = default;
SamplerState& operator=(const SamplerState& rhs)
{
tm0.hex = rhs.tm0.hex;
tm1.hex = rhs.tm1.hex;
return *this;
}
SamplerState(SamplerState&&) = default;
SamplerState& operator=(SamplerState&& rhs)
{
tm0.hex = rhs.tm0.hex;
tm1.hex = rhs.tm1.hex;
return *this;
}
bool operator==(const SamplerState& rhs) const { return Hex() == rhs.Hex(); }
bool operator!=(const SamplerState& rhs) const { return !operator==(rhs); }
bool operator<(const SamplerState& rhs) const { return Hex() < rhs.Hex(); }
constexpr u64 Hex() const { return tm0.hex | (static_cast<u64>(tm1.hex) << 32); }
// Based on BPMemory TexMode0/TexMode1, but with slightly higher precision and some
// simplifications
union TM0
{
// BP's mipmap_filter can be None, but that is represented here by setting min_lod and max_lod
// to 0
BitField<0, 1, FilterMode> min_filter;
BitField<1, 1, FilterMode> mag_filter;
BitField<2, 1, FilterMode> mipmap_filter;
// Guaranteed to be valid values (i.e. not 3)
BitField<3, 2, WrapMode> wrap_u;
BitField<5, 2, WrapMode> wrap_v;
BitField<7, 1, LODType> diag_lod;
BitField<8, 16, s32> lod_bias; // multiplied by 256, higher precision than normal
BitField<24, 1, bool, u32> lod_clamp; // TODO: This isn't currently implemented
BitField<25, 1, bool, u32> anisotropic_filtering; // TODO: This doesn't use the BP one yet
u32 hex;
};
union TM1
{
// Min is guaranteed to be less than or equal to max
BitField<0, 8, u32> min_lod; // multiplied by 16
BitField<8, 8, u32> max_lod; // multiplied by 16
u32 hex;
};
TM0 tm0;
TM1 tm1;
};
namespace std
{
template <>
struct hash<SamplerState>
{
std::size_t operator()(SamplerState const& state) const noexcept
{
return std::hash<u64>{}(state.Hex());
}
};
} // namespace std
namespace RenderState
{
RasterizationState GetInvalidRasterizationState();
RasterizationState GetNoCullRasterizationState(PrimitiveType primitive);
RasterizationState GetCullBackFaceRasterizationState(PrimitiveType primitive);
DepthState GetInvalidDepthState();
DepthState GetNoDepthTestingDepthState();
DepthState GetAlwaysWriteDepthState();
BlendingState GetInvalidBlendingState();
BlendingState GetNoBlendingBlendState();
BlendingState GetNoColorWriteBlendState();
SamplerState GetInvalidSamplerState();
SamplerState GetPointSamplerState();
SamplerState GetLinearSamplerState();
FramebufferState GetColorFramebufferState(AbstractTextureFormat format);
FramebufferState GetRGBA8FramebufferState();
} // namespace RenderState