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https://github.com/Lime3DS/Lime3DS
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094ae6fadb
- Config: Add an option for selecting to use shader JIT or interpreter. - Qt: Add a menu option for enabling/disabling the shader JIT.
93 lines
2.7 KiB
C++
93 lines
2.7 KiB
C++
// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <cstring>
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#include <unordered_map>
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#include "pica.h"
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#include "shader/shader.h"
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namespace Pica {
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State g_state;
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std::string Regs::GetCommandName(int index) {
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static std::unordered_map<u32, std::string> map;
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if (map.empty()) {
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#define ADD_FIELD(name) \
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map.insert({static_cast<u32>(PICA_REG_INDEX(name)), #name}); \
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/* TODO: change to Regs::name when VS2015 and other compilers support it */ \
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for (u32 i = PICA_REG_INDEX(name) + 1; i < PICA_REG_INDEX(name) + sizeof(Regs().name) / 4; ++i) \
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map.insert({i, #name + std::string("+") + std::to_string(i-PICA_REG_INDEX(name))}); \
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ADD_FIELD(trigger_irq);
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ADD_FIELD(cull_mode);
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ADD_FIELD(viewport_size_x);
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ADD_FIELD(viewport_size_y);
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ADD_FIELD(viewport_depth_range);
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ADD_FIELD(viewport_depth_far_plane);
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ADD_FIELD(viewport_corner);
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ADD_FIELD(texture0_enable);
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ADD_FIELD(texture0);
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ADD_FIELD(texture0_format);
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ADD_FIELD(texture1);
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ADD_FIELD(texture1_format);
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ADD_FIELD(texture2);
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ADD_FIELD(texture2_format);
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ADD_FIELD(tev_stage0);
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ADD_FIELD(tev_stage1);
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ADD_FIELD(tev_stage2);
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ADD_FIELD(tev_stage3);
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ADD_FIELD(tev_combiner_buffer_input);
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ADD_FIELD(tev_stage4);
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ADD_FIELD(tev_stage5);
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ADD_FIELD(tev_combiner_buffer_color);
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ADD_FIELD(output_merger);
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ADD_FIELD(framebuffer);
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ADD_FIELD(vertex_attributes);
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ADD_FIELD(index_array);
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ADD_FIELD(num_vertices);
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ADD_FIELD(trigger_draw);
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ADD_FIELD(trigger_draw_indexed);
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ADD_FIELD(vs_default_attributes_setup);
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ADD_FIELD(command_buffer);
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ADD_FIELD(triangle_topology);
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ADD_FIELD(gs.bool_uniforms);
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ADD_FIELD(gs.int_uniforms);
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ADD_FIELD(gs.main_offset);
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ADD_FIELD(gs.input_register_map);
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ADD_FIELD(gs.uniform_setup);
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ADD_FIELD(gs.program);
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ADD_FIELD(gs.swizzle_patterns);
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ADD_FIELD(vs.bool_uniforms);
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ADD_FIELD(vs.int_uniforms);
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ADD_FIELD(vs.main_offset);
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ADD_FIELD(vs.input_register_map);
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ADD_FIELD(vs.uniform_setup);
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ADD_FIELD(vs.program);
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ADD_FIELD(vs.swizzle_patterns);
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#undef ADD_FIELD
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}
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// Return empty string if no match is found
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auto it = map.find(index);
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if (it != map.end()) {
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return it->second;
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} else {
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return std::string();
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}
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}
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void Init() {
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}
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void Shutdown() {
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Shader::Shutdown();
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memset(&g_state, 0, sizeof(State));
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}
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}
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