ShaderGenCommon: Move uniforms into a common static string.

This commit is contained in:
Jules Blok 2014-10-29 14:15:12 +01:00
parent 0a72cf94cb
commit 176191dc16
4 changed files with 18 additions and 36 deletions

View File

@ -56,18 +56,8 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
else
out.Write("cbuffer VSBlock {\n");
out.Write(
"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
"\tfloat4 " I_PROJECTION"[4];\n"
"\tint4 " I_MATERIALS"[4];\n"
"\tLight " I_LIGHTS"[8];\n"
"\tfloat4 " I_TEXMATRICES"[24];\n"
"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_NORMALMATRICES"[32];\n"
"\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_DEPTHPARAMS";\n"
"\tfloat4 " I_STEREOPROJECTION"[8];\n"
"};\n");
out.Write(s_shader_uniforms);
out.Write("};\n");
GenerateVSOutputStruct(out, ApiType);

View File

@ -254,18 +254,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
{
out.Write("cbuffer VSBlock : register(b1) {\n");
}
out.Write(
"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
"\tfloat4 " I_PROJECTION"[4];\n"
"\tint4 " I_MATERIALS"[4];\n"
"\tLight " I_LIGHTS"[8];\n"
"\tfloat4 " I_TEXMATRICES"[24];\n"
"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_NORMALMATRICES"[32];\n"
"\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_DEPTHPARAMS";\n"
"\tfloat4 " I_STEREOPROJECTION"[8];\n"
"};\n");
out.Write(s_shader_uniforms);
out.Write("};\n");
}
if (g_ActiveConfig.backend_info.bSupportsBBox)

View File

@ -240,3 +240,15 @@ private:
#define I_POSTTRANSFORMMATRICES "cpostmtx"
#define I_DEPTHPARAMS "cDepth" // farZ, zRange
#define I_STEREOPROJECTION "csproj"
static const char s_shader_uniforms[] =
"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
"\tfloat4 " I_PROJECTION"[4];\n"
"\tint4 " I_MATERIALS"[4];\n"
"\tLight " I_LIGHTS"[8];\n"
"\tfloat4 " I_TEXMATRICES"[24];\n"
"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_NORMALMATRICES"[32];\n"
"\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_DEPTHPARAMS";\n"
"\tfloat4 " I_STEREOPROJECTION"[8];\n";

View File

@ -92,18 +92,8 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
else
out.Write("cbuffer VSBlock {\n");
out.Write(
"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
"\tfloat4 " I_PROJECTION"[4];\n"
"\tint4 " I_MATERIALS"[4];\n"
"\tLight " I_LIGHTS"[8];\n"
"\tfloat4 " I_TEXMATRICES"[24];\n"
"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_NORMALMATRICES"[32];\n"
"\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_DEPTHPARAMS";\n"
"\tfloat4 " I_STEREOPROJECTION"[8];\n"
"};\n");
out.Write(s_shader_uniforms);
out.Write("};\n");
GenerateVSOutputStruct(out, api_type);