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https://github.com/dolphin-emu/dolphin.git
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937bb2aa2e
Fixes LIT (https://bugs.dolphin-emu.org/issues/13635). The text does not include normals, but has lighting enabled. With the previous default of (0, 0, 0), lighting was always black (as dot(X, (0, 0, 0)) is always 0). It seems like the normal from the map in the background (0, 0, 1) is re-used. LIT also has the vertex color enabled while vertex color is not specified, the same as SMS's debug cubes; the default MissingColorValue GameINI value of solid white seems to work correctly in this case.
123 lines
3.4 KiB
C++
123 lines
3.4 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 DstBlendFactor : u32;
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enum class SrcBlendFactor : u32;
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enum class ZTexOp : u32;
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enum class LogicOp : u32;
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struct alignas(16) 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<uint4, 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, other than pack2.
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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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ZTexOp 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, .z/.w - SamplerState tm0/tm1
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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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// For shader_framebuffer_fetch logic ops:
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u32 logic_op_enable; // bool
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LogicOp logic_op_mode;
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// For custom shaders...
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u32 time_ms;
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};
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struct alignas(16) 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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float4 cached_normal;
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float4 cached_tangent;
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float4 cached_binormal;
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// For UberShader vertex loader
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u32 vertex_stride;
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std::array<u32, 3> vertex_offset_normals;
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u32 vertex_offset_position;
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u32 vertex_offset_posmtx;
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std::array<u32, 2> vertex_offset_colors;
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std::array<u32, 8> vertex_offset_texcoords;
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};
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enum class VSExpand : u32
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{
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None = 0,
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Point,
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Line,
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};
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struct alignas(16) 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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VSExpand vs_expand; // Used by VS point/line expansion in ubershaders
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u32 pad[3];
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};
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