dolphin/Source/Core/VideoCommon/VertexShaderGen.h

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include "XFMemory.h"
#include "VideoCommon.h"
#include "ShaderGenCommon.h"
#include "LightingShaderGen.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
// shader variables
#define I_POSNORMALMATRIX "cpnmtx"
#define I_PROJECTION "cproj"
#define I_MATERIALS "cmtrl"
#define I_LIGHTS "clights"
#define I_TEXMATRICES "ctexmtx"
#define I_TRANSFORMMATRICES "ctrmtx"
#define I_NORMALMATRICES "cnmtx"
#define I_POSTTRANSFORMMATRICES "cpostmtx"
#define I_DEPTHPARAMS "cDepth" // farZ, zRange
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//TODO: get rid of them, they aren't used at all
#define C_POSNORMALMATRIX 0
#define C_PROJECTION (C_POSNORMALMATRIX + 6)
#define C_MATERIALS (C_PROJECTION + 4)
#define C_LIGHTS (C_MATERIALS + 4)
#define C_TEXMATRICES (C_LIGHTS + 40)
#define C_TRANSFORMMATRICES (C_TEXMATRICES + 24)
#define C_NORMALMATRICES (C_TRANSFORMMATRICES + 64)
#define C_POSTTRANSFORMMATRICES (C_NORMALMATRICES + 32)
#define C_DEPTHPARAMS (C_POSTTRANSFORMMATRICES + 64)
#define C_VENVCONST_END (C_DEPTHPARAMS + 1)
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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 pad0 : 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;
typedef ShaderCode VertexShaderCode; // TODO: Obsolete..
void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type);
void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type);
void GenerateVSOutputStructForGS(ShaderCode& object, API_TYPE api_type);