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SPDX standardizes how source code conveys its copyright and licensing information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX tags are adopted in many large projects, including things like the Linux kernel.
96 lines
2.7 KiB
C++
96 lines
2.7 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <array>
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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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using float4 = std::array<float, 4>;
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using uint4 = std::array<u32, 4>;
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using int4 = std::array<s32, 4>;
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enum class SrcBlendFactor : u32;
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enum class DstBlendFactor : u32;
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struct PixelShaderConstants
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{
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std::array<int4, 4> colors;
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std::array<int4, 4> kcolors;
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int4 alpha;
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std::array<float4, 8> texdims;
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std::array<int4, 2> zbias;
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std::array<int4, 2> indtexscale;
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std::array<int4, 6> indtexmtx;
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int4 fogcolor;
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int4 fogi;
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float4 fogf;
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std::array<float4, 3> fogrange;
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float4 zslope;
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std::array<float, 2> efbscale; // .xy
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// Constants from here onwards are only used in ubershaders.
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u32 genmode; // .z
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u32 alphaTest; // .w
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u32 fogParam3; // .x
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u32 fogRangeBase; // .y
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u32 dstalpha; // .z
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u32 ztex_op; // .w
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u32 late_ztest; // .x (bool)
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u32 rgba6_format; // .y (bool)
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u32 dither; // .z (bool)
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u32 bounding_box; // .w (bool)
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std::array<uint4, 16> pack1; // .xy - combiners, .z - tevind, .w - iref
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std::array<uint4, 8> pack2; // .x - tevorder, .y - tevksel
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std::array<int4, 32> konst; // .rgba
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// The following are used in ubershaders when using shader_framebuffer_fetch blending
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u32 blend_enable;
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SrcBlendFactor blend_src_factor;
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SrcBlendFactor blend_src_factor_alpha;
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DstBlendFactor blend_dst_factor;
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DstBlendFactor blend_dst_factor_alpha;
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u32 blend_subtract;
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u32 blend_subtract_alpha;
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};
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struct VertexShaderConstants
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{
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u32 components; // .x
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u32 xfmem_dualTexInfo; // .y
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u32 xfmem_numColorChans; // .z
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u32 missing_color_hex; // .w, used for change detection but not directly by shaders
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float4 missing_color_value;
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std::array<float4, 6> posnormalmatrix;
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std::array<float4, 4> projection;
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std::array<int4, 4> materials;
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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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};
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std::array<Light, 8> lights;
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std::array<float4, 24> texmatrices;
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std::array<float4, 64> transformmatrices;
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std::array<float4, 32> normalmatrices;
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std::array<float4, 64> posttransformmatrices;
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float4 pixelcentercorrection;
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std::array<float, 2> viewport; // .xy
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std::array<float, 2> pad2; // .zw
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// .x - texMtxInfo, .y - postMtxInfo, [0..1].z = color, [0..1].w = alpha
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std::array<uint4, 8> xfmem_pack1;
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};
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struct GeometryShaderConstants
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{
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float4 stereoparams;
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float4 lineptparams;
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int4 texoffset;
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};
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