dolphin/Source/Core/VideoCommon/Src/VertexShaderGen.h
lioncash edd9d0e0ef Clean up more space/tab mismatches in AudioCommon, Common, and VideoCommon.
Not planning to touch Core since it's the most actively changed part of the project.
2013-03-19 21:51:12 -04:00

143 lines
4.5 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef GCOGL_VERTEXSHADER_H
#define GCOGL_VERTEXSHADER_H
#include "XFMemory.h"
#include "VideoCommon.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
// 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, scaled viewport width, scaled viewport height
#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)
const s_svar VSVar_Loc[] = { {I_POSNORMALMATRIX, C_POSNORMALMATRIX, 6 },
{I_PROJECTION , C_PROJECTION, 4 },
{I_MATERIALS, C_MATERIALS, 4 },
{I_LIGHTS, C_LIGHTS, 40 },
{I_TEXMATRICES, C_TEXMATRICES, 24 },
{I_TRANSFORMMATRICES , C_TRANSFORMMATRICES, 64 },
{I_NORMALMATRICES , C_NORMALMATRICES, 32 },
{I_POSTTRANSFORMMATRICES, C_POSTTRANSFORMMATRICES, 64 },
{I_DEPTHPARAMS, C_DEPTHPARAMS, 1 },
};
template<bool safe>
class _VERTEXSHADERUID
{
#define NUM_VSUID_VALUES_SAFE 25
public:
u32 values[safe ? NUM_VSUID_VALUES_SAFE : 9];
_VERTEXSHADERUID()
{
}
_VERTEXSHADERUID(const _VERTEXSHADERUID& r)
{
for (size_t i = 0; i < sizeof(values) / sizeof(u32); ++i)
values[i] = r.values[i];
}
int GetNumValues() const
{
if (safe) return NUM_VSUID_VALUES_SAFE;
else return (((values[0] >> 23) & 0xf) * 3 + 3) / 4 + 3; // numTexGens*3/4+1
}
bool operator <(const _VERTEXSHADERUID& _Right) const
{
if (values[0] < _Right.values[0])
return true;
else if (values[0] > _Right.values[0])
return false;
int N = GetNumValues();
for (int i = 1; i < N; ++i)
{
if (values[i] < _Right.values[i])
return true;
else if (values[i] > _Right.values[i])
return false;
}
return false;
}
bool operator ==(const _VERTEXSHADERUID& _Right) const
{
if (values[0] != _Right.values[0])
return false;
int N = GetNumValues();
for (int i = 1; i < N; ++i)
{
if (values[i] != _Right.values[i])
return false;
}
return true;
}
};
typedef _VERTEXSHADERUID<false> VERTEXSHADERUID;
typedef _VERTEXSHADERUID<true> VERTEXSHADERUIDSAFE;
// components is included in the uid.
char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type);
const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type);
void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components);
void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components);
// Used to make sure that our optimized vertex shader IDs don't lose any possible shader code changes
void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components);
#endif // GCOGL_VERTEXSHADER_H