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https://github.com/yuzu-mirror/yuzu
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OpenGL: Move PicaShaderConfig to gl_shader_gen.h
Also move the implementation of CurrentConfig to the cpp file.
This commit is contained in:
parent
40e28f6217
commit
a6fd4533f6
4 changed files with 206 additions and 202 deletions
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@ -1004,7 +1004,7 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(
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}
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void RasterizerOpenGL::SetShader() {
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PicaShaderConfig config = PicaShaderConfig::CurrentConfig();
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GLShader::PicaShaderConfig config = GLShader::PicaShaderConfig::CurrentConfig();
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std::unique_ptr<PicaShader> shader = std::make_unique<PicaShader>();
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// Find (or generate) the GLSL shader for the current TEV state
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@ -25,210 +25,13 @@
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#include "video_core/regs_texturing.h"
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#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/pica_to_gl.h"
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#include "video_core/shader/shader.h"
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struct ScreenInfo;
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/**
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* This struct contains all state used to generate the GLSL shader program that emulates the current
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* Pica register configuration. This struct is used as a cache key for generated GLSL shader
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* programs. The functions in gl_shader_gen.cpp should retrieve state from this struct only, not by
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* directly accessing Pica registers. This should reduce the risk of bugs in shader generation where
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* Pica state is not being captured in the shader cache key, thereby resulting in (what should be)
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* two separate shaders sharing the same key.
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*
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* We use a union because "implicitly-defined copy/move constructor for a union X copies the object
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* representation of X." and "implicitly-defined copy assignment operator for a union X copies the
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* object representation (3.9) of X." = Bytewise copy instead of memberwise copy. This is important
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* because the padding bytes are included in the hash and comparison between objects.
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*/
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union PicaShaderConfig {
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/// Construct a PicaShaderConfig with the current Pica register configuration.
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static PicaShaderConfig CurrentConfig() {
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PicaShaderConfig res;
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auto& state = res.state;
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std::memset(&state, 0, sizeof(PicaShaderConfig::State));
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const auto& regs = Pica::g_state.regs;
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state.scissor_test_mode = regs.rasterizer.scissor_test.mode;
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state.depthmap_enable = regs.rasterizer.depthmap_enable;
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state.alpha_test_func = regs.framebuffer.output_merger.alpha_test.enable
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? regs.framebuffer.output_merger.alpha_test.func.Value()
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: Pica::FramebufferRegs::CompareFunc::Always;
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state.texture0_type = regs.texturing.texture0.type;
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// Copy relevant tev stages fields.
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// We don't sync const_color here because of the high variance, it is a
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// shader uniform instead.
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const auto& tev_stages = regs.texturing.GetTevStages();
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DEBUG_ASSERT(state.tev_stages.size() == tev_stages.size());
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for (size_t i = 0; i < tev_stages.size(); i++) {
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const auto& tev_stage = tev_stages[i];
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state.tev_stages[i].sources_raw = tev_stage.sources_raw;
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state.tev_stages[i].modifiers_raw = tev_stage.modifiers_raw;
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state.tev_stages[i].ops_raw = tev_stage.ops_raw;
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state.tev_stages[i].scales_raw = tev_stage.scales_raw;
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}
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state.fog_mode = regs.texturing.fog_mode;
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state.fog_flip = regs.texturing.fog_flip != 0;
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state.combiner_buffer_input =
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regs.texturing.tev_combiner_buffer_input.update_mask_rgb.Value() |
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regs.texturing.tev_combiner_buffer_input.update_mask_a.Value() << 4;
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// Fragment lighting
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state.lighting.enable = !regs.lighting.disable;
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state.lighting.src_num = regs.lighting.max_light_index + 1;
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for (unsigned light_index = 0; light_index < state.lighting.src_num; ++light_index) {
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unsigned num = regs.lighting.light_enable.GetNum(light_index);
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const auto& light = regs.lighting.light[num];
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state.lighting.light[light_index].num = num;
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state.lighting.light[light_index].directional = light.config.directional != 0;
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state.lighting.light[light_index].two_sided_diffuse =
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light.config.two_sided_diffuse != 0;
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state.lighting.light[light_index].dist_atten_enable =
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!regs.lighting.IsDistAttenDisabled(num);
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}
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state.lighting.lut_d0.enable = regs.lighting.config1.disable_lut_d0 == 0;
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state.lighting.lut_d0.abs_input = regs.lighting.abs_lut_input.disable_d0 == 0;
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state.lighting.lut_d0.type = regs.lighting.lut_input.d0.Value();
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state.lighting.lut_d0.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d0);
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state.lighting.lut_d1.enable = regs.lighting.config1.disable_lut_d1 == 0;
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state.lighting.lut_d1.abs_input = regs.lighting.abs_lut_input.disable_d1 == 0;
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state.lighting.lut_d1.type = regs.lighting.lut_input.d1.Value();
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state.lighting.lut_d1.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d1);
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state.lighting.lut_fr.enable = regs.lighting.config1.disable_lut_fr == 0;
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state.lighting.lut_fr.abs_input = regs.lighting.abs_lut_input.disable_fr == 0;
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state.lighting.lut_fr.type = regs.lighting.lut_input.fr.Value();
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state.lighting.lut_fr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.fr);
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state.lighting.lut_rr.enable = regs.lighting.config1.disable_lut_rr == 0;
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state.lighting.lut_rr.abs_input = regs.lighting.abs_lut_input.disable_rr == 0;
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state.lighting.lut_rr.type = regs.lighting.lut_input.rr.Value();
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state.lighting.lut_rr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rr);
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state.lighting.lut_rg.enable = regs.lighting.config1.disable_lut_rg == 0;
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state.lighting.lut_rg.abs_input = regs.lighting.abs_lut_input.disable_rg == 0;
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state.lighting.lut_rg.type = regs.lighting.lut_input.rg.Value();
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state.lighting.lut_rg.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rg);
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state.lighting.lut_rb.enable = regs.lighting.config1.disable_lut_rb == 0;
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state.lighting.lut_rb.abs_input = regs.lighting.abs_lut_input.disable_rb == 0;
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state.lighting.lut_rb.type = regs.lighting.lut_input.rb.Value();
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state.lighting.lut_rb.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rb);
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state.lighting.config = regs.lighting.config0.config;
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state.lighting.fresnel_selector = regs.lighting.config0.fresnel_selector;
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state.lighting.bump_mode = regs.lighting.config0.bump_mode;
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state.lighting.bump_selector = regs.lighting.config0.bump_selector;
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state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 0;
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state.lighting.clamp_highlights = regs.lighting.config0.clamp_highlights != 0;
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return res;
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}
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bool TevStageUpdatesCombinerBufferColor(unsigned stage_index) const {
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return (stage_index < 4) && (state.combiner_buffer_input & (1 << stage_index));
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}
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bool TevStageUpdatesCombinerBufferAlpha(unsigned stage_index) const {
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return (stage_index < 4) && ((state.combiner_buffer_input >> 4) & (1 << stage_index));
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}
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bool operator==(const PicaShaderConfig& o) const {
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return std::memcmp(&state, &o.state, sizeof(PicaShaderConfig::State)) == 0;
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};
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// NOTE: MSVC15 (Update 2) doesn't think `delete`'d constructors and operators are TC.
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// This makes BitField not TC when used in a union or struct so we have to resort
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// to this ugly hack.
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// Once that bug is fixed we can use Pica::Regs::TevStageConfig here.
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// Doesn't include const_color because we don't sync it, see comment in CurrentConfig()
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struct TevStageConfigRaw {
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u32 sources_raw;
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u32 modifiers_raw;
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u32 ops_raw;
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u32 scales_raw;
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explicit operator Pica::TexturingRegs::TevStageConfig() const noexcept {
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Pica::TexturingRegs::TevStageConfig stage;
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stage.sources_raw = sources_raw;
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stage.modifiers_raw = modifiers_raw;
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stage.ops_raw = ops_raw;
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stage.const_color = 0;
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stage.scales_raw = scales_raw;
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return stage;
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}
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};
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struct State {
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Pica::FramebufferRegs::CompareFunc alpha_test_func;
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Pica::RasterizerRegs::ScissorMode scissor_test_mode;
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Pica::TexturingRegs::TextureConfig::TextureType texture0_type;
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std::array<TevStageConfigRaw, 6> tev_stages;
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u8 combiner_buffer_input;
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Pica::RasterizerRegs::DepthBuffering depthmap_enable;
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Pica::TexturingRegs::FogMode fog_mode;
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bool fog_flip;
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struct {
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struct {
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unsigned num;
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bool directional;
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bool two_sided_diffuse;
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bool dist_atten_enable;
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} light[8];
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bool enable;
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unsigned src_num;
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Pica::LightingRegs::LightingBumpMode bump_mode;
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unsigned bump_selector;
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bool bump_renorm;
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bool clamp_highlights;
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Pica::LightingRegs::LightingConfig config;
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Pica::LightingRegs::LightingFresnelSelector fresnel_selector;
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struct {
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bool enable;
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bool abs_input;
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Pica::LightingRegs::LightingLutInput type;
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float scale;
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} lut_d0, lut_d1, lut_fr, lut_rr, lut_rg, lut_rb;
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} lighting;
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} state;
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};
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#if (__GNUC__ >= 5) || defined(__clang__) || defined(_MSC_VER)
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static_assert(std::is_trivially_copyable<PicaShaderConfig::State>::value,
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"PicaShaderConfig::State must be trivially copyable");
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#endif
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namespace std {
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template <>
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struct hash<PicaShaderConfig> {
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size_t operator()(const PicaShaderConfig& k) const {
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return Common::ComputeHash64(&k.state, sizeof(PicaShaderConfig::State));
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}
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};
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} // namespace std
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class RasterizerOpenGL : public VideoCore::RasterizerInterface {
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public:
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RasterizerOpenGL();
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std::vector<HardwareVertex> vertex_batch;
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std::unordered_map<PicaShaderConfig, std::unique_ptr<PicaShader>> shader_cache;
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std::unordered_map<GLShader::PicaShaderConfig, std::unique_ptr<PicaShader>> shader_cache;
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const PicaShader* current_shader = nullptr;
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bool shader_dirty;
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@ -4,6 +4,7 @@
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#include <array>
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#include <cstddef>
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#include <cstring>
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#include "common/assert.h"
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#include "common/bit_field.h"
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#include "common/logging/log.h"
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@ -23,6 +24,99 @@ using TevStageConfig = TexturingRegs::TevStageConfig;
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namespace GLShader {
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PicaShaderConfig PicaShaderConfig::CurrentConfig() {
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PicaShaderConfig res;
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auto& state = res.state;
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std::memset(&state, 0, sizeof(PicaShaderConfig::State));
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const auto& regs = Pica::g_state.regs;
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state.scissor_test_mode = regs.rasterizer.scissor_test.mode;
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state.depthmap_enable = regs.rasterizer.depthmap_enable;
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state.alpha_test_func = regs.framebuffer.output_merger.alpha_test.enable
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? regs.framebuffer.output_merger.alpha_test.func.Value()
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: Pica::FramebufferRegs::CompareFunc::Always;
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state.texture0_type = regs.texturing.texture0.type;
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// Copy relevant tev stages fields.
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// We don't sync const_color here because of the high variance, it is a
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// shader uniform instead.
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const auto& tev_stages = regs.texturing.GetTevStages();
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DEBUG_ASSERT(state.tev_stages.size() == tev_stages.size());
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for (size_t i = 0; i < tev_stages.size(); i++) {
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const auto& tev_stage = tev_stages[i];
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state.tev_stages[i].sources_raw = tev_stage.sources_raw;
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state.tev_stages[i].modifiers_raw = tev_stage.modifiers_raw;
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state.tev_stages[i].ops_raw = tev_stage.ops_raw;
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state.tev_stages[i].scales_raw = tev_stage.scales_raw;
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}
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state.fog_mode = regs.texturing.fog_mode;
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state.fog_flip = regs.texturing.fog_flip != 0;
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state.combiner_buffer_input = regs.texturing.tev_combiner_buffer_input.update_mask_rgb.Value() |
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regs.texturing.tev_combiner_buffer_input.update_mask_a.Value()
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<< 4;
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// Fragment lighting
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state.lighting.enable = !regs.lighting.disable;
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state.lighting.src_num = regs.lighting.max_light_index + 1;
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for (unsigned light_index = 0; light_index < state.lighting.src_num; ++light_index) {
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unsigned num = regs.lighting.light_enable.GetNum(light_index);
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const auto& light = regs.lighting.light[num];
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state.lighting.light[light_index].num = num;
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state.lighting.light[light_index].directional = light.config.directional != 0;
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state.lighting.light[light_index].two_sided_diffuse = light.config.two_sided_diffuse != 0;
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state.lighting.light[light_index].dist_atten_enable =
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!regs.lighting.IsDistAttenDisabled(num);
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}
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state.lighting.lut_d0.enable = regs.lighting.config1.disable_lut_d0 == 0;
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state.lighting.lut_d0.abs_input = regs.lighting.abs_lut_input.disable_d0 == 0;
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state.lighting.lut_d0.type = regs.lighting.lut_input.d0.Value();
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state.lighting.lut_d0.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d0);
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state.lighting.lut_d1.enable = regs.lighting.config1.disable_lut_d1 == 0;
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state.lighting.lut_d1.abs_input = regs.lighting.abs_lut_input.disable_d1 == 0;
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state.lighting.lut_d1.type = regs.lighting.lut_input.d1.Value();
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state.lighting.lut_d1.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d1);
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state.lighting.lut_fr.enable = regs.lighting.config1.disable_lut_fr == 0;
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state.lighting.lut_fr.abs_input = regs.lighting.abs_lut_input.disable_fr == 0;
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state.lighting.lut_fr.type = regs.lighting.lut_input.fr.Value();
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state.lighting.lut_fr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.fr);
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state.lighting.lut_rr.enable = regs.lighting.config1.disable_lut_rr == 0;
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state.lighting.lut_rr.abs_input = regs.lighting.abs_lut_input.disable_rr == 0;
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state.lighting.lut_rr.type = regs.lighting.lut_input.rr.Value();
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state.lighting.lut_rr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rr);
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state.lighting.lut_rg.enable = regs.lighting.config1.disable_lut_rg == 0;
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state.lighting.lut_rg.abs_input = regs.lighting.abs_lut_input.disable_rg == 0;
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state.lighting.lut_rg.type = regs.lighting.lut_input.rg.Value();
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state.lighting.lut_rg.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rg);
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state.lighting.lut_rb.enable = regs.lighting.config1.disable_lut_rb == 0;
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state.lighting.lut_rb.abs_input = regs.lighting.abs_lut_input.disable_rb == 0;
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state.lighting.lut_rb.type = regs.lighting.lut_input.rb.Value();
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state.lighting.lut_rb.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rb);
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state.lighting.config = regs.lighting.config0.config;
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state.lighting.fresnel_selector = regs.lighting.config0.fresnel_selector;
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state.lighting.bump_mode = regs.lighting.config0.bump_mode;
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state.lighting.bump_selector = regs.lighting.config0.bump_selector;
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state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 0;
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state.lighting.clamp_highlights = regs.lighting.config0.clamp_highlights != 0;
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return res;
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}
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/// Detects if a TEV stage is configured to be skipped (to avoid generating unnecessary code)
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static bool IsPassThroughTevStage(const TevStageConfig& stage) {
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return (stage.color_op == TevStageConfig::Operation::Replace &&
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@ -4,9 +4,12 @@
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#pragma once
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#include <array>
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#include <cstring>
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#include <functional>
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#include <string>
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union PicaShaderConfig;
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#include <type_traits>
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#include "video_core/regs.h"
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namespace GLShader {
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@ -21,6 +24,101 @@ enum Attributes {
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ATTRIBUTE_VIEW,
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};
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/**
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* This struct contains all state used to generate the GLSL shader program that emulates the current
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* Pica register configuration. This struct is used as a cache key for generated GLSL shader
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* programs. The functions in gl_shader_gen.cpp should retrieve state from this struct only, not by
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* directly accessing Pica registers. This should reduce the risk of bugs in shader generation where
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* Pica state is not being captured in the shader cache key, thereby resulting in (what should be)
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* two separate shaders sharing the same key.
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*
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* We use a union because "implicitly-defined copy/move constructor for a union X copies the object
|
||||
* representation of X." and "implicitly-defined copy assignment operator for a union X copies the
|
||||
* object representation (3.9) of X." = Bytewise copy instead of memberwise copy. This is important
|
||||
* because the padding bytes are included in the hash and comparison between objects.
|
||||
*/
|
||||
union PicaShaderConfig {
|
||||
|
||||
/// Construct a PicaShaderConfig with the current Pica register configuration.
|
||||
static PicaShaderConfig CurrentConfig();
|
||||
|
||||
bool TevStageUpdatesCombinerBufferColor(unsigned stage_index) const {
|
||||
return (stage_index < 4) && (state.combiner_buffer_input & (1 << stage_index));
|
||||
}
|
||||
|
||||
bool TevStageUpdatesCombinerBufferAlpha(unsigned stage_index) const {
|
||||
return (stage_index < 4) && ((state.combiner_buffer_input >> 4) & (1 << stage_index));
|
||||
}
|
||||
|
||||
bool operator==(const PicaShaderConfig& o) const {
|
||||
return std::memcmp(&state, &o.state, sizeof(PicaShaderConfig::State)) == 0;
|
||||
};
|
||||
|
||||
// NOTE: MSVC15 (Update 2) doesn't think `delete`'d constructors and operators are TC.
|
||||
// This makes BitField not TC when used in a union or struct so we have to resort
|
||||
// to this ugly hack.
|
||||
// Once that bug is fixed we can use Pica::Regs::TevStageConfig here.
|
||||
// Doesn't include const_color because we don't sync it, see comment in CurrentConfig()
|
||||
struct TevStageConfigRaw {
|
||||
u32 sources_raw;
|
||||
u32 modifiers_raw;
|
||||
u32 ops_raw;
|
||||
u32 scales_raw;
|
||||
explicit operator Pica::TexturingRegs::TevStageConfig() const noexcept {
|
||||
Pica::TexturingRegs::TevStageConfig stage;
|
||||
stage.sources_raw = sources_raw;
|
||||
stage.modifiers_raw = modifiers_raw;
|
||||
stage.ops_raw = ops_raw;
|
||||
stage.const_color = 0;
|
||||
stage.scales_raw = scales_raw;
|
||||
return stage;
|
||||
}
|
||||
};
|
||||
|
||||
struct State {
|
||||
Pica::FramebufferRegs::CompareFunc alpha_test_func;
|
||||
Pica::RasterizerRegs::ScissorMode scissor_test_mode;
|
||||
Pica::TexturingRegs::TextureConfig::TextureType texture0_type;
|
||||
std::array<TevStageConfigRaw, 6> tev_stages;
|
||||
u8 combiner_buffer_input;
|
||||
|
||||
Pica::RasterizerRegs::DepthBuffering depthmap_enable;
|
||||
Pica::TexturingRegs::FogMode fog_mode;
|
||||
bool fog_flip;
|
||||
|
||||
struct {
|
||||
struct {
|
||||
unsigned num;
|
||||
bool directional;
|
||||
bool two_sided_diffuse;
|
||||
bool dist_atten_enable;
|
||||
} light[8];
|
||||
|
||||
bool enable;
|
||||
unsigned src_num;
|
||||
Pica::LightingRegs::LightingBumpMode bump_mode;
|
||||
unsigned bump_selector;
|
||||
bool bump_renorm;
|
||||
bool clamp_highlights;
|
||||
|
||||
Pica::LightingRegs::LightingConfig config;
|
||||
Pica::LightingRegs::LightingFresnelSelector fresnel_selector;
|
||||
|
||||
struct {
|
||||
bool enable;
|
||||
bool abs_input;
|
||||
Pica::LightingRegs::LightingLutInput type;
|
||||
float scale;
|
||||
} lut_d0, lut_d1, lut_fr, lut_rr, lut_rg, lut_rb;
|
||||
} lighting;
|
||||
|
||||
} state;
|
||||
};
|
||||
#if (__GNUC__ >= 5) || defined(__clang__) || defined(_MSC_VER)
|
||||
static_assert(std::is_trivially_copyable<PicaShaderConfig::State>::value,
|
||||
"PicaShaderConfig::State must be trivially copyable");
|
||||
#endif
|
||||
|
||||
/**
|
||||
* Generates the GLSL vertex shader program source code for the current Pica state
|
||||
* @returns String of the shader source code
|
||||
|
@ -36,3 +134,12 @@ std::string GenerateVertexShader();
|
|||
std::string GenerateFragmentShader(const PicaShaderConfig& config);
|
||||
|
||||
} // namespace GLShader
|
||||
|
||||
namespace std {
|
||||
template <>
|
||||
struct hash<GLShader::PicaShaderConfig> {
|
||||
size_t operator()(const GLShader::PicaShaderConfig& k) const {
|
||||
return Common::ComputeHash64(&k.state, sizeof(GLShader::PicaShaderConfig::State));
|
||||
}
|
||||
};
|
||||
} // namespace std
|
||||
|
|
Loading…
Reference in a new issue