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6e774f1b64
This is good hygiene, and also happens to be required to build Dolphin using Clang modules. (Under this setup, each header file becomes a module, and each #include is automatically translated to a module import. Recursive includes still leak through (by default), but modules are compiled independently, and can't depend on defines or types having previously been set up. The main reason to retrofit it onto Dolphin is compilation performance - no more textual includes whatsoever, rather than putting a few blessed common headers into a PCH. Unfortunately, I found multiple Clang bugs while trying to build Dolphin this way, so it's not ready yet, but I can start with this prerequisite.)
48 lines
888 B
C
48 lines
888 B
C
// Copyright 2013 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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// all constant buffer attributes must be 16 bytes aligned, so this are the only allowed components:
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typedef float float4[4];
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typedef u32 uint4[4];
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typedef s32 int4[4];
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struct PixelShaderConstants
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{
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int4 colors[4];
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int4 kcolors[4];
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int4 alpha;
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float4 texdims[8];
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int4 zbias[2];
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int4 indtexscale[2];
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int4 indtexmtx[6];
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int4 fogcolor;
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int4 fogi;
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float4 fogf[2];
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};
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struct VertexShaderConstants
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{
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float4 posnormalmatrix[6];
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float4 projection[4];
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int4 materials[4];
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struct Light
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{
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int4 color;
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float4 cosatt;
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float4 distatt;
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float4 pos;
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float4 dir;
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} lights [8];
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float4 texmatrices[24];
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float4 transformmatrices[64];
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float4 normalmatrices[32];
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float4 posttransformmatrices[64];
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float4 depthparams;
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};
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