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96 lines
2.8 KiB
C
96 lines
2.8 KiB
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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#ifndef GCOGL_VERTEXSHADER_H
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#define GCOGL_VERTEXSHADER_H
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#include "XFMemory.h"
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#include "VideoCommon.h"
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#include "ShaderGenCommon.h"
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#include "LightingShaderGen.h"
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// TODO should be reordered
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#define SHADER_POSITION_ATTRIB 0
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#define SHADER_POSMTX_ATTRIB 1
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#define SHADER_NORM0_ATTRIB 2
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#define SHADER_NORM1_ATTRIB 3
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#define SHADER_NORM2_ATTRIB 4
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#define SHADER_COLOR0_ATTRIB 5
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#define SHADER_COLOR1_ATTRIB 6
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#define SHADER_TEXTURE0_ATTRIB 8
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#define SHADER_TEXTURE1_ATTRIB 9
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#define SHADER_TEXTURE2_ATTRIB 10
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#define SHADER_TEXTURE3_ATTRIB 11
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#define SHADER_TEXTURE4_ATTRIB 12
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#define SHADER_TEXTURE5_ATTRIB 13
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#define SHADER_TEXTURE6_ATTRIB 14
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#define SHADER_TEXTURE7_ATTRIB 15
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// shader variables
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#define I_POSNORMALMATRIX "cpnmtx"
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#define I_PROJECTION "cproj"
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#define I_MATERIALS "cmtrl"
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#define I_LIGHTS "clights"
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#define I_TEXMATRICES "ctexmtx"
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#define I_TRANSFORMMATRICES "ctrmtx"
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#define I_NORMALMATRICES "cnmtx"
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#define I_POSTTRANSFORMMATRICES "cpostmtx"
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#define I_DEPTHPARAMS "cDepth" // farZ, zRange
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//TODO: get rid of them, they aren't used at all
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#define C_POSNORMALMATRIX 0
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#define C_PROJECTION (C_POSNORMALMATRIX + 6)
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#define C_MATERIALS (C_PROJECTION + 4)
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#define C_LIGHTS (C_MATERIALS + 4)
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#define C_TEXMATRICES (C_LIGHTS + 40)
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#define C_TRANSFORMMATRICES (C_TEXMATRICES + 24)
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#define C_NORMALMATRICES (C_TRANSFORMMATRICES + 64)
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#define C_POSTTRANSFORMMATRICES (C_NORMALMATRICES + 32)
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#define C_DEPTHPARAMS (C_POSTTRANSFORMMATRICES + 64)
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#define C_VENVCONST_END (C_DEPTHPARAMS + 1)
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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 pixel_lighting : 1;
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u32 pad0 : 1;
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u32 texMtxInfo_n_projection : 16; // Stored separately to guarantee that the texMtxInfo struct is 8 bits wide
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struct {
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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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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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typedef ShaderCode VertexShaderCode; // TODO: Obsolete..
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void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type);
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void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type);
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void GenerateVSOutputStructForGS(ShaderCode& object, u32 components, API_TYPE api_type);
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#endif // GCOGL_VERTEXSHADER_H
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