dolphin/Source/Core/VideoCommon/VertexShaderGen.h

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

78 lines
1.9 KiB
C
Raw Normal View History

// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "Common/CommonTypes.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/ShaderGenCommon.h"
enum class APIType;
enum class TexInputForm : u32;
enum class TexGenType : u32;
enum class SourceRow : u32;
enum class VSExpand : u32;
2013-01-11 10:59:42 +00:00
// TODO should be reordered
enum : int
{
SHADER_POSITION_ATTRIB = 0,
SHADER_POSMTX_ATTRIB = 1,
SHADER_NORMAL_ATTRIB = 2,
SHADER_TANGENT_ATTRIB = 3,
SHADER_BINORMAL_ATTRIB = 4,
SHADER_COLOR0_ATTRIB = 5,
SHADER_COLOR1_ATTRIB = 6,
SHADER_TEXTURE0_ATTRIB = 8,
SHADER_TEXTURE1_ATTRIB = 9,
SHADER_TEXTURE2_ATTRIB = 10,
SHADER_TEXTURE3_ATTRIB = 11,
SHADER_TEXTURE4_ATTRIB = 12,
SHADER_TEXTURE5_ATTRIB = 13,
SHADER_TEXTURE6_ATTRIB = 14,
SHADER_TEXTURE7_ATTRIB = 15
};
2013-06-23 17:28:36 +00:00
#pragma pack(1)
2013-03-31 18:55:57 +00:00
struct vertex_shader_uid_data
{
u32 NumValues() const { return sizeof(vertex_shader_uid_data); }
u32 components : 23;
u32 numTexGens : 4;
u32 numColorChans : 2;
2013-06-23 17:28:36 +00:00
u32 dualTexTrans_enabled : 1;
VSExpand vs_expand : 2;
u32 position_has_3_elems : 1;
2013-06-23 17:28:36 +00:00
u16 texcoord_elem_count; // 2 bits per texcoord input
u16 texMtxInfo_n_projection; // Stored separately to guarantee that the texMtxInfo struct is
// 8 bits wide
struct
{
TexInputForm inputform : 2;
TexGenType texgentype : 3;
SourceRow sourcerow : 5;
2013-06-28 15:43:53 +00:00
u32 embosssourceshift : 3;
u32 embosslightshift : 3;
} texMtxInfo[8];
2013-06-23 17:28:36 +00:00
2013-06-28 15:43:53 +00:00
struct
{
2013-06-28 15:43:53 +00:00
u32 index : 6;
u32 normalize : 1;
u32 pad : 1;
} postMtxInfo[8];
2013-03-31 21:29:33 +00:00
LightingUidData lighting;
};
2013-03-31 18:55:57 +00:00
#pragma pack()
using VertexShaderUid = ShaderUid<vertex_shader_uid_data>;
VertexShaderUid GetVertexShaderUid();
ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& host_config,
const vertex_shader_uid_data* uid_data);