dolphin/Source/Core/VideoCommon/VertexShaderGen.h

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// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/VideoCommon.h"
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// TODO should be reordered
#define SHADER_POSITION_ATTRIB 0
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#define SHADER_POSMTX_ATTRIB 1
#define SHADER_NORM0_ATTRIB 2
#define SHADER_NORM1_ATTRIB 3
#define SHADER_NORM2_ATTRIB 4
#define SHADER_COLOR0_ATTRIB 5
#define SHADER_COLOR1_ATTRIB 6
#define SHADER_TEXTURE0_ATTRIB 8
#define SHADER_TEXTURE1_ATTRIB 9
#define SHADER_TEXTURE2_ATTRIB 10
#define SHADER_TEXTURE3_ATTRIB 11
#define SHADER_TEXTURE4_ATTRIB 12
#define SHADER_TEXTURE5_ATTRIB 13
#define SHADER_TEXTURE6_ATTRIB 14
#define SHADER_TEXTURE7_ATTRIB 15
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#pragma pack(1)
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struct vertex_shader_uid_data
{
u32 NumValues() const { return sizeof(vertex_shader_uid_data); }
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u32 components : 23;
u32 numTexGens : 4;
u32 numColorChans : 2;
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u32 dualTexTrans_enabled : 1;
u32 pixel_lighting : 1;
u32 pad : 1;
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u32 texMtxInfo_n_projection : 16; // Stored separately to guarantee that the texMtxInfo struct is 8 bits wide
struct {
u32 inputform : 2;
u32 texgentype : 3;
u32 sourcerow : 5;
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u32 embosssourceshift : 3;
u32 embosslightshift : 3;
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} texMtxInfo[8];
struct {
u32 index : 6;
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u32 normalize : 1;
u32 pad : 1;
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} postMtxInfo[8];
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LightingUidData lighting;
};
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#pragma pack()
typedef ShaderUid<vertex_shader_uid_data> VertexShaderUid;
void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type);
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void GenerateVertexShaderCode(ShaderCode& object, u32 components, API_TYPE api_type);