dolphin/Source/Core/VideoCommon/ConstantManager.h
Lioncash 9c1f9c1c00 ConstantManager: Use std::array where applicable
Modernizes the arrays and makes future simplifications possible (e.g. usages within the software renderer).

It also makes cases where we use array->pointer decay explicit.
2017-08-27 15:41:36 -04:00

84 lines
2.3 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <array>
#include "Common/CommonTypes.h"
// all constant buffer attributes must be 16 bytes aligned, so this are the only allowed components:
using float4 = std::array<float, 4>;
using uint4 = std::array<u32, 4>;
using int4 = std::array<s32, 4>;
struct PixelShaderConstants
{
std::array<int4, 4> colors;
std::array<int4, 4> kcolors;
int4 alpha;
std::array<float4, 8> texdims;
std::array<int4, 2> zbias;
std::array<int4, 2> indtexscale;
std::array<int4, 6> indtexmtx;
int4 fogcolor;
int4 fogi;
std::array<float4, 2> fogf;
float4 zslope;
std::array<float, 2> efbscale;
// Constants from here onwards are only used in ubershaders.
u32 genmode; // .z
u32 alphaTest; // .w
u32 fogParam3; // .x
u32 fogRangeBase; // .y
u32 dstalpha; // .z
u32 ztex_op; // .w
u32 late_ztest; // .x (bool)
u32 rgba6_format; // .y (bool)
u32 dither; // .z (bool)
u32 bounding_box; // .w (bool)
std::array<uint4, 16> pack1; // .xy - combiners, .z - tevind, .w - iref
std::array<uint4, 8> pack2; // .x - tevorder, .y - tevksel
std::array<int4, 32> konst; // .rgba
};
struct VertexShaderConstants
{
u32 components; // .x
u32 xfmem_dualTexInfo; // .y
u32 xfmem_numColorChans; // .z
u32 pad1; // .w
std::array<float4, 6> posnormalmatrix;
std::array<float4, 4> projection;
std::array<int4, 4> materials;
struct Light
{
int4 color;
float4 cosatt;
float4 distatt;
float4 pos;
float4 dir;
};
std::array<Light, 8> lights;
std::array<float4, 24> texmatrices;
std::array<float4, 64> transformmatrices;
std::array<float4, 32> normalmatrices;
std::array<float4, 64> posttransformmatrices;
float4 pixelcentercorrection;
std::array<float, 2> viewport; // .xy
std::array<float, 2> pad2; // .zw
// .x - texMtxInfo, .y - postMtxInfo, [0..1].z = color, [0..1].w = alpha
std::array<uint4, 8> xfmem_pack1;
};
struct GeometryShaderConstants
{
float4 stereoparams;
float4 lineptparams;
int4 texoffset;
};