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- Some games are kinda pushing it with RSX register space and spilling VP data into adjacent unused space.
58 lines
1.4 KiB
C++
58 lines
1.4 KiB
C++
#pragma once
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#include "util/types.hpp"
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#include "../gcm_enums.h"
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namespace rsx
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{
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enum program_limits
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{
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max_vertex_program_instructions = 544
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};
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#pragma pack(push, 1)
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// NOTE: This structure must be packed to match GPU layout.
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struct fragment_program_texture_config
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{
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struct TIU_slot
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{
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float scale_x;
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float scale_y;
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u32 remap;
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u32 control;
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}
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slots_[16]; // QT headers will collide with any variable named 'slots' because reasons
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TIU_slot& operator[](u32 index) { return slots_[index]; }
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void write_to(void* dst, u16 mask);
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void load_from(const void* src, u16 mask);
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static void masked_transfer(void* dst, const void* src, u16 mask);
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};
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#pragma pack(pop)
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struct fragment_program_texture_state
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{
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u32 texture_dimensions = 0;
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u16 unnormalized_coords = 0;
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u16 redirected_textures = 0;
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u16 shadow_textures = 0;
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u16 reserved = 0;
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void clear(u32 index);
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void import(const fragment_program_texture_state& other, u16 mask);
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void set_dimension(texture_dimension_extended type, u32 index);
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bool operator == (const fragment_program_texture_state& other) const;
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};
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struct vertex_program_texture_state
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{
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u32 texture_dimensions = 0;
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void clear(u32 index);
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void import(const vertex_program_texture_state& other, u16 mask);
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void set_dimension(texture_dimension_extended type, u32 index);
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bool operator == (const vertex_program_texture_state& other) const;
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};
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}
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