dolphin/Source/Core/VideoCommon/LightingShaderGen.h
degasus 083be0832f LightingShader: Drop xfmem usage.
Our shaders must only depend on the UID, not on any global state.
2016-10-04 10:13:46 +02:00

52 lines
1.7 KiB
C

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/XFMemory.h"
#define LIGHT_COL "%s[%d].color.%s"
#define LIGHT_COL_PARAMS(index, swizzle) (I_LIGHTS), (index), (swizzle)
#define LIGHT_COSATT "%s[%d].cosatt"
#define LIGHT_COSATT_PARAMS(index) (I_LIGHTS), (index)
#define LIGHT_DISTATT "%s[%d].distatt"
#define LIGHT_DISTATT_PARAMS(index) (I_LIGHTS), (index)
#define LIGHT_POS "%s[%d].pos"
#define LIGHT_POS_PARAMS(index) (I_LIGHTS), (index)
#define LIGHT_DIR "%s[%d].dir"
#define LIGHT_DIR_PARAMS(index) (I_LIGHTS), (index)
/**
* Common uid data used for shader generators that use lighting calculations.
*/
struct LightingUidData
{
u32 matsource : 4; // 4x1 bit
u32 enablelighting : 4; // 4x1 bit
u32 ambsource : 4; // 4x1 bit
u32 diffusefunc : 8; // 4x2 bits
u32 attnfunc : 8; // 4x2 bits
u32 light_mask : 32; // 4x8 bits
};
static const char s_lighting_struct[] = "struct Light {\n"
"\tint4 color;\n"
"\tfloat4 cosatt;\n"
"\tfloat4 distatt;\n"
"\tfloat4 pos;\n"
"\tfloat4 dir;\n"
"};\n";
void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
u32 numColorChans, const char* inColorName, const char* dest);
void GetLightingShaderUid(LightingUidData& uid_data);