rpcs3/rpcs3/Emu/RSX/Program/program_util.h
kd-11 2c7c1c501d rsx: Implement support for extended vertex programs
- Some games are kinda pushing it with RSX register space and spilling VP data into adjacent unused space.
2021-06-28 10:52:05 +03:00

58 lines
1.4 KiB
C++

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