mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
Reformat all the things. Have fun with merge conflicts.
This commit is contained in:
@ -14,260 +14,275 @@
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#include "Common/CommonTypes.h"
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#include "Common/FileUtil.h"
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#include "Common/StringUtil.h"
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#include "Common/Logging/Log.h"
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#include "Common/StringUtil.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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/**
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* Common interface for classes that need to go through the shader generation path (GenerateVertexShader, GenerateGeometryShader, GeneratePixelShader)
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* Common interface for classes that need to go through the shader generation path
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* (GenerateVertexShader, GenerateGeometryShader, GeneratePixelShader)
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* In particular, this includes the shader code generator (ShaderCode).
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* A different class (ShaderUid) can be used to uniquely identify each ShaderCode object.
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* More interesting things can be done with this, e.g. ShaderConstantProfile checks what shader constants are being used. This can be used to optimize buffer management.
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* If the class does not use one or more of these methods (e.g. Uid class does not need code), the method will be defined as a no-op by the base class, and the call
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* should be optimized out. The reason for this implementation is so that shader selection/generation can be done in two passes, with only a cache lookup being
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* More interesting things can be done with this, e.g. ShaderConstantProfile checks what shader
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* constants are being used. This can be used to optimize buffer management.
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* If the class does not use one or more of these methods (e.g. Uid class does not need code), the
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* method will be defined as a no-op by the base class, and the call
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* should be optimized out. The reason for this implementation is so that shader
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* selection/generation can be done in two passes, with only a cache lookup being
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* required if the shader has already been generated.
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*/
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class ShaderGeneratorInterface
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{
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public:
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/*
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* Used when the shader generator would write a piece of ShaderCode.
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* Can be used like printf.
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* @note In the ShaderCode implementation, this does indeed write the parameter string to an internal buffer. However, you're free to do whatever you like with the parameter.
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*/
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void Write(const char*, ...)
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/*
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* Used when the shader generator would write a piece of ShaderCode.
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* Can be used like printf.
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* @note In the ShaderCode implementation, this does indeed write the parameter string to an
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* internal buffer. However, you're free to do whatever you like with the parameter.
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*/
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void Write(const char*, ...)
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#ifdef __GNUC__
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__attribute__((format(printf, 2, 3)))
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__attribute__((format(printf, 2, 3)))
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#endif
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{
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}
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{
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}
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/*
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* Tells us that a specific constant range (including last_index) is being used by the shader
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*/
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void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {}
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/*
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* Returns a pointer to an internally stored object of the uid_data type.
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* @warning since most child classes use the default implementation you shouldn't access this directly without adding precautions against nullptr access (e.g. via adding a dummy structure, cf. the vertex/pixel shader generators)
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*/
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template<class uid_data>
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uid_data* GetUidData() { return nullptr; }
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/*
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* Tells us that a specific constant range (including last_index) is being used by the shader
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*/
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void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {}
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/*
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* Returns a pointer to an internally stored object of the uid_data type.
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* @warning since most child classes use the default implementation you shouldn't access this
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* directly without adding precautions against nullptr access (e.g. via adding a dummy structure,
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* cf. the vertex/pixel shader generators)
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*/
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template <class uid_data>
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uid_data* GetUidData()
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{
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return nullptr;
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}
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};
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/*
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* Shader UID class used to uniquely identify the ShaderCode output written in the shader generator.
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* uid_data can be any struct of parameters that uniquely identify each shader code output.
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* Unless performance is not an issue, uid_data should be tightly packed to reduce memory footprint.
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* Shader generators will write to specific uid_data fields; ShaderUid methods will only read raw u32 values from a union.
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* NOTE: Because LinearDiskCache reads and writes the storage associated with a ShaderUid instance, ShaderUid must be trivially copyable.
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* Shader generators will write to specific uid_data fields; ShaderUid methods will only read raw
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* u32 values from a union.
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* NOTE: Because LinearDiskCache reads and writes the storage associated with a ShaderUid instance,
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* ShaderUid must be trivially copyable.
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*/
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template<class uid_data>
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template <class uid_data>
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class ShaderUid : public ShaderGeneratorInterface
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{
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public:
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bool operator == (const ShaderUid& obj) const
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{
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return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) == 0;
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}
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bool operator==(const ShaderUid& obj) const
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{
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return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) == 0;
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}
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bool operator != (const ShaderUid& obj) const
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{
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return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) != 0;
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}
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bool operator!=(const ShaderUid& obj) const
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{
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return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) != 0;
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}
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// determines the storage order inside STL containers
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bool operator < (const ShaderUid& obj) const
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{
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return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) < 0;
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}
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template<class uid_data2>
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uid_data2* GetUidData() { return &data; }
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const uid_data* GetUidData() const { return &data; }
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const u8* GetUidDataRaw() const { return &values[0]; }
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size_t GetUidDataSize() const { return sizeof(values); }
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// determines the storage order inside STL containers
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bool operator<(const ShaderUid& obj) const
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{
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return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) < 0;
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}
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template <class uid_data2>
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uid_data2* GetUidData()
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{
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return &data;
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}
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const uid_data* GetUidData() const { return &data; }
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const u8* GetUidDataRaw() const { return &values[0]; }
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size_t GetUidDataSize() const { return sizeof(values); }
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private:
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union
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{
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uid_data data;
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u8 values[sizeof(uid_data)];
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};
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union {
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uid_data data;
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u8 values[sizeof(uid_data)];
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};
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};
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class ShaderCode : public ShaderGeneratorInterface
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{
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public:
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ShaderCode()
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{
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m_buffer.reserve(16384);
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}
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const std::string& GetBuffer() const { return m_buffer; }
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void Write(const char* fmt, ...)
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ShaderCode() { m_buffer.reserve(16384); }
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const std::string& GetBuffer() const { return m_buffer; }
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void Write(const char* fmt, ...)
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#ifdef __GNUC__
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__attribute__((format(printf, 2, 3)))
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__attribute__((format(printf, 2, 3)))
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#endif
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{
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va_list arglist;
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va_start(arglist, fmt);
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m_buffer += StringFromFormatV(fmt, arglist);
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va_end(arglist);
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}
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{
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va_list arglist;
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va_start(arglist, fmt);
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m_buffer += StringFromFormatV(fmt, arglist);
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va_end(arglist);
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}
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protected:
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std::string m_buffer;
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std::string m_buffer;
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};
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/**
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* Generates a shader constant profile which can be used to query which constants are used in a shader
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* Generates a shader constant profile which can be used to query which constants are used in a
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* shader
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*/
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class ShaderConstantProfile : public ShaderGeneratorInterface
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{
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public:
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ShaderConstantProfile(int num_constants) { constant_usage.resize(num_constants); }
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ShaderConstantProfile(int num_constants) { constant_usage.resize(num_constants); }
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void SetConstantsUsed(unsigned int first_index, unsigned int last_index)
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{
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for (unsigned int i = first_index; i < last_index + 1; ++i)
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constant_usage[i] = true;
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}
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void SetConstantsUsed(unsigned int first_index, unsigned int last_index)
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{
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for (unsigned int i = first_index; i < last_index + 1; ++i)
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constant_usage[i] = true;
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}
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bool ConstantIsUsed(unsigned int index) const
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{
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// TODO: Not ready for usage yet
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return true;
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//return constant_usage[index];
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}
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bool ConstantIsUsed(unsigned int index) const
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{
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// TODO: Not ready for usage yet
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return true;
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// return constant_usage[index];
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}
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private:
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std::vector<bool> constant_usage; // TODO: Is vector<bool> appropriate here?
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std::vector<bool> constant_usage; // TODO: Is vector<bool> appropriate here?
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};
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/**
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* Checks if there has been
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*/
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template<class UidT, class CodeT>
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template <class UidT, class CodeT>
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class UidChecker
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{
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public:
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void Invalidate()
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{
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m_shaders.clear();
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m_uids.clear();
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}
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void Invalidate()
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{
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m_shaders.clear();
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m_uids.clear();
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}
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void AddToIndexAndCheck(CodeT& new_code, const UidT& new_uid, const char* shader_type, const char* dump_prefix)
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{
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bool uid_is_indexed = std::find(m_uids.begin(), m_uids.end(), new_uid) != m_uids.end();
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if (!uid_is_indexed)
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{
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m_uids.push_back(new_uid);
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m_shaders[new_uid] = new_code.GetBuffer();
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}
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else
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{
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// uid is already in the index => check if there's a shader with the same uid but different code
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auto& old_code = m_shaders[new_uid];
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if (old_code != new_code.GetBuffer())
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{
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static int num_failures = 0;
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void AddToIndexAndCheck(CodeT& new_code, const UidT& new_uid, const char* shader_type,
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const char* dump_prefix)
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{
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bool uid_is_indexed = std::find(m_uids.begin(), m_uids.end(), new_uid) != m_uids.end();
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if (!uid_is_indexed)
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{
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m_uids.push_back(new_uid);
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m_shaders[new_uid] = new_code.GetBuffer();
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}
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else
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{
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// uid is already in the index => check if there's a shader with the same uid but different
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// code
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auto& old_code = m_shaders[new_uid];
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if (old_code != new_code.GetBuffer())
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{
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static int num_failures = 0;
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||||
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std::string temp = StringFromFormat("%s%ssuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
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dump_prefix, ++num_failures);
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std::string temp =
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StringFromFormat("%s%ssuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
|
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dump_prefix, ++num_failures);
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// TODO: Should also dump uids
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std::ofstream file;
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OpenFStream(file, temp, std::ios_base::out);
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file << "Old shader code:\n" << old_code;
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file << "\n\nNew shader code:\n" << new_code.GetBuffer();
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file << "\n\nShader uid:\n";
|
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for (unsigned int i = 0; i < new_uid.GetUidDataSize(); ++i)
|
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{
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u8 value = new_uid.GetUidDataRaw()[i];
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||||
if ((i % 4) == 0)
|
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{
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auto last_value = (i + 3 < new_uid.GetUidDataSize() - 1) ? i + 3 : new_uid.GetUidDataSize();
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file << std::setfill(' ') << std::dec;
|
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file << "Values " << std::setw(2) << i << " - " << last_value << ": ";
|
||||
}
|
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// TODO: Should also dump uids
|
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std::ofstream file;
|
||||
OpenFStream(file, temp, std::ios_base::out);
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file << "Old shader code:\n" << old_code;
|
||||
file << "\n\nNew shader code:\n" << new_code.GetBuffer();
|
||||
file << "\n\nShader uid:\n";
|
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for (unsigned int i = 0; i < new_uid.GetUidDataSize(); ++i)
|
||||
{
|
||||
u8 value = new_uid.GetUidDataRaw()[i];
|
||||
if ((i % 4) == 0)
|
||||
{
|
||||
auto last_value =
|
||||
(i + 3 < new_uid.GetUidDataSize() - 1) ? i + 3 : new_uid.GetUidDataSize();
|
||||
file << std::setfill(' ') << std::dec;
|
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file << "Values " << std::setw(2) << i << " - " << last_value << ": ";
|
||||
}
|
||||
|
||||
file << std::setw(2) << std::setfill('0') << std::hex << value << std::setw(1);
|
||||
if ((i % 4) < 3)
|
||||
file << ' ';
|
||||
else
|
||||
file << std::endl;
|
||||
}
|
||||
file << std::setw(2) << std::setfill('0') << std::hex << value << std::setw(1);
|
||||
if ((i % 4) < 3)
|
||||
file << ' ';
|
||||
else
|
||||
file << std::endl;
|
||||
}
|
||||
|
||||
ERROR_LOG(VIDEO, "%s shader uid mismatch! See %s for details", shader_type, temp.c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
ERROR_LOG(VIDEO, "%s shader uid mismatch! See %s for details", shader_type, temp.c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
std::map<UidT, std::string> m_shaders;
|
||||
std::vector<UidT> m_uids;
|
||||
std::map<UidT, std::string> m_shaders;
|
||||
std::vector<UidT> m_uids;
|
||||
};
|
||||
|
||||
template<class T>
|
||||
inline void DefineOutputMember(T& object, API_TYPE api_type, const char* qualifier, const char* type, const char* name, int var_index, const char* semantic = "", int semantic_index = -1)
|
||||
template <class T>
|
||||
inline void DefineOutputMember(T& object, API_TYPE api_type, const char* qualifier,
|
||||
const char* type, const char* name, int var_index,
|
||||
const char* semantic = "", int semantic_index = -1)
|
||||
{
|
||||
object.Write("\t%s %s %s", qualifier, type, name);
|
||||
object.Write("\t%s %s %s", qualifier, type, name);
|
||||
|
||||
if (var_index != -1)
|
||||
object.Write("%d", var_index);
|
||||
if (var_index != -1)
|
||||
object.Write("%d", var_index);
|
||||
|
||||
if (api_type == API_D3D && strlen(semantic) > 0)
|
||||
{
|
||||
if (semantic_index != -1)
|
||||
object.Write(" : %s%d", semantic, semantic_index);
|
||||
else
|
||||
object.Write(" : %s", semantic);
|
||||
}
|
||||
if (api_type == API_D3D && strlen(semantic) > 0)
|
||||
{
|
||||
if (semantic_index != -1)
|
||||
object.Write(" : %s%d", semantic, semantic_index);
|
||||
else
|
||||
object.Write(" : %s", semantic);
|
||||
}
|
||||
|
||||
object.Write(";\n");
|
||||
object.Write(";\n");
|
||||
}
|
||||
|
||||
template<class T>
|
||||
template <class T>
|
||||
inline void GenerateVSOutputMembers(T& object, API_TYPE api_type, const char* qualifier)
|
||||
{
|
||||
DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, "POSITION");
|
||||
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, "COLOR", 0);
|
||||
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 1, "COLOR", 1);
|
||||
DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, "POSITION");
|
||||
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, "COLOR", 0);
|
||||
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 1, "COLOR", 1);
|
||||
|
||||
for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
|
||||
DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, "TEXCOORD", i);
|
||||
for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
|
||||
DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, "TEXCOORD", i);
|
||||
|
||||
DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", xfmem.numTexGen.numTexGens);
|
||||
DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD",
|
||||
xfmem.numTexGen.numTexGens);
|
||||
|
||||
if (g_ActiveConfig.bEnablePixelLighting)
|
||||
{
|
||||
DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, "TEXCOORD", xfmem.numTexGen.numTexGens + 1);
|
||||
DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, "TEXCOORD", xfmem.numTexGen.numTexGens + 2);
|
||||
}
|
||||
if (g_ActiveConfig.bEnablePixelLighting)
|
||||
{
|
||||
DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, "TEXCOORD",
|
||||
xfmem.numTexGen.numTexGens + 1);
|
||||
DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, "TEXCOORD",
|
||||
xfmem.numTexGen.numTexGens + 2);
|
||||
}
|
||||
}
|
||||
|
||||
template<class T>
|
||||
template <class T>
|
||||
inline void AssignVSOutputMembers(T& object, const char* a, const char* b)
|
||||
{
|
||||
object.Write("\t%s.pos = %s.pos;\n", a, b);
|
||||
object.Write("\t%s.colors_0 = %s.colors_0;\n", a, b);
|
||||
object.Write("\t%s.colors_1 = %s.colors_1;\n", a, b);
|
||||
object.Write("\t%s.pos = %s.pos;\n", a, b);
|
||||
object.Write("\t%s.colors_0 = %s.colors_0;\n", a, b);
|
||||
object.Write("\t%s.colors_1 = %s.colors_1;\n", a, b);
|
||||
|
||||
for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
|
||||
object.Write("\t%s.tex%d = %s.tex%d;\n", a, i, b, i);
|
||||
for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
|
||||
object.Write("\t%s.tex%d = %s.tex%d;\n", a, i, b, i);
|
||||
|
||||
object.Write("\t%s.clipPos = %s.clipPos;\n", a, b);
|
||||
object.Write("\t%s.clipPos = %s.clipPos;\n", a, b);
|
||||
|
||||
if (g_ActiveConfig.bEnablePixelLighting)
|
||||
{
|
||||
object.Write("\t%s.Normal = %s.Normal;\n", a, b);
|
||||
object.Write("\t%s.WorldPos = %s.WorldPos;\n", a, b);
|
||||
}
|
||||
if (g_ActiveConfig.bEnablePixelLighting)
|
||||
{
|
||||
object.Write("\t%s.Normal = %s.Normal;\n", a, b);
|
||||
object.Write("\t%s.WorldPos = %s.WorldPos;\n", a, b);
|
||||
}
|
||||
}
|
||||
|
||||
// We use the flag "centroid" to fix some MSAA rendering bugs. With MSAA, the
|
||||
@ -280,62 +295,61 @@ inline void AssignVSOutputMembers(T& object, const char* a, const char* b)
|
||||
// Without MSAA, this flag is defined to have no effect.
|
||||
inline const char* GetInterpolationQualifier(bool in_glsl_interface_block = false, bool in = false)
|
||||
{
|
||||
if (g_ActiveConfig.iMultisamples <= 1)
|
||||
return "";
|
||||
if (g_ActiveConfig.iMultisamples <= 1)
|
||||
return "";
|
||||
|
||||
// Without GL_ARB_shading_language_420pack support, the interpolation qualifier must be
|
||||
// "centroid in" and not "centroid", even within an interface block.
|
||||
if (in_glsl_interface_block && !g_ActiveConfig.backend_info.bSupportsBindingLayout)
|
||||
{
|
||||
if (!g_ActiveConfig.bSSAA)
|
||||
return in ? "centroid in" : "centroid out";
|
||||
else
|
||||
return in ? "sample in" : "sample out";
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!g_ActiveConfig.bSSAA)
|
||||
return "centroid";
|
||||
else
|
||||
return "sample";
|
||||
}
|
||||
// Without GL_ARB_shading_language_420pack support, the interpolation qualifier must be
|
||||
// "centroid in" and not "centroid", even within an interface block.
|
||||
if (in_glsl_interface_block && !g_ActiveConfig.backend_info.bSupportsBindingLayout)
|
||||
{
|
||||
if (!g_ActiveConfig.bSSAA)
|
||||
return in ? "centroid in" : "centroid out";
|
||||
else
|
||||
return in ? "sample in" : "sample out";
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!g_ActiveConfig.bSSAA)
|
||||
return "centroid";
|
||||
else
|
||||
return "sample";
|
||||
}
|
||||
}
|
||||
|
||||
// Constant variable names
|
||||
#define I_COLORS "color"
|
||||
#define I_KCOLORS "k"
|
||||
#define I_ALPHA "alphaRef"
|
||||
#define I_TEXDIMS "texdim"
|
||||
#define I_ZBIAS "czbias"
|
||||
#define I_INDTEXSCALE "cindscale"
|
||||
#define I_INDTEXMTX "cindmtx"
|
||||
#define I_FOGCOLOR "cfogcolor"
|
||||
#define I_FOGI "cfogi"
|
||||
#define I_FOGF "cfogf"
|
||||
#define I_ZSLOPE "czslope"
|
||||
#define I_EFBSCALE "cefbscale"
|
||||
#define I_COLORS "color"
|
||||
#define I_KCOLORS "k"
|
||||
#define I_ALPHA "alphaRef"
|
||||
#define I_TEXDIMS "texdim"
|
||||
#define I_ZBIAS "czbias"
|
||||
#define I_INDTEXSCALE "cindscale"
|
||||
#define I_INDTEXMTX "cindmtx"
|
||||
#define I_FOGCOLOR "cfogcolor"
|
||||
#define I_FOGI "cfogi"
|
||||
#define I_FOGF "cfogf"
|
||||
#define I_ZSLOPE "czslope"
|
||||
#define I_EFBSCALE "cefbscale"
|
||||
|
||||
#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_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_PIXELCENTERCORRECTION "cpixelcenter"
|
||||
|
||||
#define I_STEREOPARAMS "cstereo"
|
||||
#define I_LINEPTPARAMS "clinept"
|
||||
#define I_TEXOFFSET "ctexoffset"
|
||||
#define I_STEREOPARAMS "cstereo"
|
||||
#define I_LINEPTPARAMS "clinept"
|
||||
#define I_TEXOFFSET "ctexoffset"
|
||||
|
||||
static const char s_shader_uniforms[] =
|
||||
"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
|
||||
"\tfloat4 " I_PROJECTION"[4];\n"
|
||||
"\tint4 " I_MATERIALS"[4];\n"
|
||||
"\tLight " I_LIGHTS"[8];\n"
|
||||
"\tfloat4 " I_TEXMATRICES"[24];\n"
|
||||
"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
|
||||
"\tfloat4 " I_NORMALMATRICES"[32];\n"
|
||||
"\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n"
|
||||
"\tfloat4 " I_PIXELCENTERCORRECTION";\n";
|
||||
static const char s_shader_uniforms[] = "\tfloat4 " I_POSNORMALMATRIX "[6];\n"
|
||||
"\tfloat4 " I_PROJECTION "[4];\n"
|
||||
"\tint4 " I_MATERIALS "[4];\n"
|
||||
"\tLight " I_LIGHTS "[8];\n"
|
||||
"\tfloat4 " I_TEXMATRICES "[24];\n"
|
||||
"\tfloat4 " I_TRANSFORMMATRICES "[64];\n"
|
||||
"\tfloat4 " I_NORMALMATRICES "[32];\n"
|
||||
"\tfloat4 " I_POSTTRANSFORMMATRICES "[64];\n"
|
||||
"\tfloat4 " I_PIXELCENTERCORRECTION ";\n";
|
||||
|
Reference in New Issue
Block a user