// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include "VideoCommon/LightingShaderGen.h" #include "VideoCommon/ShaderGenCommon.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/XFMemory.h" // TODO should be reordered #define SHADER_POSITION_ATTRIB 0 #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 //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_LIGHT_COLORS (C_MATERIALS + 4) #define C_LIGHTS (C_LIGHT_COLORS + 8) #define C_TEXMATRICES (C_LIGHTS + 32) #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) #pragma pack(1) struct vertex_shader_uid_data { u32 NumValues() const { return sizeof(vertex_shader_uid_data); } u32 components : 23; u32 numTexGens : 4; u32 numColorChans : 2; u32 dualTexTrans_enabled : 1; u32 pixel_lighting : 1; u32 pad0 : 1; 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; u32 embosssourceshift : 3; u32 embosslightshift : 3; } texMtxInfo[8]; struct { u32 index : 6; u32 normalize : 1; u32 pad : 1; } postMtxInfo[8]; LightingUidData lighting; }; #pragma pack() typedef ShaderUid 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);