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2b3b1e8d09
Unlike defines, these will actually obey namespacing (should one be added), and also provide a symbol when debugging, as opposed to a magic value.
73 lines
1.7 KiB
C
73 lines
1.7 KiB
C
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include "Common/CommonTypes.h"
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#include "VideoCommon/LightingShaderGen.h"
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#include "VideoCommon/ShaderGenCommon.h"
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enum class APIType;
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// TODO should be reordered
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enum : int
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{
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SHADER_POSITION_ATTRIB = 0,
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SHADER_POSMTX_ATTRIB = 1,
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SHADER_NORM0_ATTRIB = 2,
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SHADER_NORM1_ATTRIB = 3,
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SHADER_NORM2_ATTRIB = 4,
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SHADER_COLOR0_ATTRIB = 5,
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SHADER_COLOR1_ATTRIB = 6,
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SHADER_TEXTURE0_ATTRIB = 8,
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SHADER_TEXTURE1_ATTRIB = 9,
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SHADER_TEXTURE2_ATTRIB = 10,
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SHADER_TEXTURE3_ATTRIB = 11,
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SHADER_TEXTURE4_ATTRIB = 12,
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SHADER_TEXTURE5_ATTRIB = 13,
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SHADER_TEXTURE6_ATTRIB = 14,
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SHADER_TEXTURE7_ATTRIB = 15
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};
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#pragma pack(1)
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struct vertex_shader_uid_data
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{
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u32 NumValues() const { return sizeof(vertex_shader_uid_data); }
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u32 components : 23;
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u32 numTexGens : 4;
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u32 numColorChans : 2;
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u32 dualTexTrans_enabled : 1;
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u32 texMtxInfo_n_projection : 16; // Stored separately to guarantee that the texMtxInfo struct is
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// 8 bits wide
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u32 pad : 18;
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struct
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{
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u32 inputform : 2;
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u32 texgentype : 3;
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u32 sourcerow : 5;
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u32 embosssourceshift : 3;
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u32 embosslightshift : 3;
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} texMtxInfo[8];
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struct
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{
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u32 index : 6;
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u32 normalize : 1;
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u32 pad : 1;
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} postMtxInfo[8];
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LightingUidData lighting;
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};
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#pragma pack()
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typedef ShaderUid<vertex_shader_uid_data> VertexShaderUid;
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VertexShaderUid GetVertexShaderUid();
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ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& host_config,
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const vertex_shader_uid_data* uid_data);
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