rpcs3/rpcs3/Emu/RSX/RSXFragmentProgram.h
Alexandro Sánchez Bach cf9769fe65 Fragment Shader recompiler comments
Don't expect changes due to this commit.
2014-08-18 22:07:52 +02:00

89 lines
3.7 KiB
C

#pragma once
enum
{
RSX_FP_OPCODE_NOP = 0x00, // No-Operation
RSX_FP_OPCODE_MOV = 0x01, // Move
RSX_FP_OPCODE_MUL = 0x02, // Multiply
RSX_FP_OPCODE_ADD = 0x03, // Add
RSX_FP_OPCODE_MAD = 0x04, // Multiply-Add
RSX_FP_OPCODE_DP3 = 0x05, // 3-component Dot Product
RSX_FP_OPCODE_DP4 = 0x06, // 4-component Dot Product
RSX_FP_OPCODE_DST = 0x07, // Distance
RSX_FP_OPCODE_MIN = 0x08, // Minimum
RSX_FP_OPCODE_MAX = 0x09, // Maximum
RSX_FP_OPCODE_SLT = 0x0A, // Set-If-LessThan
RSX_FP_OPCODE_SGE = 0x0B, // Set-If-GreaterEqual
RSX_FP_OPCODE_SLE = 0x0C, // Set-If-LessEqual
RSX_FP_OPCODE_SGT = 0x0D, // Set-If-GreaterThan
RSX_FP_OPCODE_SNE = 0x0E, // Set-If-NotEqual
RSX_FP_OPCODE_SEQ = 0x0F, // Set-If-Equal
RSX_FP_OPCODE_FRC = 0x10, // Fraction (fract)
RSX_FP_OPCODE_FLR = 0x11, // Floor
RSX_FP_OPCODE_KIL = 0x12, // Kill fragment
RSX_FP_OPCODE_PK4 = 0x13, // Pack four signed 8-bit values
RSX_FP_OPCODE_UP4 = 0x14, // Unpack four signed 8-bit values
RSX_FP_OPCODE_DDX = 0x15, // Partial-derivative in x (Screen space derivative w.r.t. x)
RSX_FP_OPCODE_DDY = 0x16, // Partial-derivative in y (Screen space derivative w.r.t. y)
RSX_FP_OPCODE_TEX = 0x17, // Texture lookup
RSX_FP_OPCODE_TXP = 0x18, // Texture sample with projection (Projective texture lookup)
RSX_FP_OPCODE_TXD = 0x19, // Texture sample with partial differentiation (Texture lookup with derivatives)
RSX_FP_OPCODE_RCP = 0x1A, // Reciprocal
RSX_FP_OPCODE_RSQ = 0x1B, // Reciprocal Square Root
RSX_FP_OPCODE_EX2 = 0x1C, // Exponentiation base 2
RSX_FP_OPCODE_LG2 = 0x1D, // Log base 2
RSX_FP_OPCODE_LIT = 0x1E, // Lighting coefficients
RSX_FP_OPCODE_LRP = 0x1F, // Linear Interpolation
RSX_FP_OPCODE_STR = 0x20, // Set-If-True
RSX_FP_OPCODE_SFL = 0x21, // Set-If-False
RSX_FP_OPCODE_COS = 0x22, // Cosine
RSX_FP_OPCODE_SIN = 0x23, // Sine
RSX_FP_OPCODE_PK2 = 0x24, // Pack two 16-bit floats
RSX_FP_OPCODE_UP2 = 0x25, // Unpack two 16-bit floats
RSX_FP_OPCODE_POW = 0x26, // Power
RSX_FP_OPCODE_PKB = 0x27, // Pack bytes
RSX_FP_OPCODE_UPB = 0x28, // Unpack bytes
RSX_FP_OPCODE_PK16 = 0x29, // Pack 16 bits
RSX_FP_OPCODE_UP16 = 0x2A, // Unpack 16
RSX_FP_OPCODE_BEM = 0x2B, // Bump-environment map (a.k.a. 2D coordinate transform)
RSX_FP_OPCODE_PKG = 0x2C, // Pack with sRGB transformation
RSX_FP_OPCODE_UPG = 0x2D, // Unpack gamma
RSX_FP_OPCODE_DP2A = 0x2E, // 2-component dot product with scalar addition
RSX_FP_OPCODE_TXL = 0x2F, // Texture sample with LOD
RSX_FP_OPCODE_TXB = 0x31, // Texture sample with bias
RSX_FP_OPCODE_TEXBEM = 0x33,
RSX_FP_OPCODE_TXPBEM = 0x34,
RSX_FP_OPCODE_BEMLUM = 0x35,
RSX_FP_OPCODE_REFL = 0x36, // Reflection vector
RSX_FP_OPCODE_TIMESWTEX = 0x37,
RSX_FP_OPCODE_DP2 = 0x38, // 2-component dot product
RSX_FP_OPCODE_NRM = 0x39, // Normalize
RSX_FP_OPCODE_DIV = 0x3A, // Division
RSX_FP_OPCODE_DIVSQ = 0x3B, // Divide by Square Root
RSX_FP_OPCODE_LIF = 0x3C, // Final part of LIT
RSX_FP_OPCODE_FENCT = 0x3D, // Fence T?
RSX_FP_OPCODE_FENCB = 0x3E, // Fence B?
RSX_FP_OPCODE_BRK = 0x40, // Break
RSX_FP_OPCODE_CAL = 0x41, // Subroutine call
RSX_FP_OPCODE_IFE = 0x42, // If
RSX_FP_OPCODE_LOOP = 0x43, // Loop
RSX_FP_OPCODE_REP = 0x44, // Repeat
RSX_FP_OPCODE_RET = 0x45, // Return
};
struct RSXShaderProgram
{
u32 size;
u32 addr;
u32 offset;
u32 ctrl;
RSXShaderProgram()
: size(0)
, addr(0)
, offset(0)
, ctrl(0)
{
}
};