VideoCommon: move vertex shader gen logic to a 'process_vertex()' function, to eventually allow for custom shaders to override vertex logic
This commit is contained in:
parent
66b8fa03cb
commit
b23dddea4e
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@ -433,7 +433,7 @@ void ShaderCache::CompileMissingPipelines()
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std::unique_ptr<AbstractShader> ShaderCache::CompileVertexShader(const VertexShaderUid& uid) const
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{
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const ShaderCode source_code =
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GenerateVertexShaderCode(m_api_type, m_host_config, uid.GetUidData());
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GenerateVertexShaderCode(m_api_type, m_host_config, uid.GetUidData(), {});
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return g_gfx->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer());
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}
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@ -201,8 +201,119 @@ static void WriteTexCoordTransforms(APIType api_type, const ShaderHostConfig& ho
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}
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}
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static void WriteVertexStructs(APIType api_type, const ShaderHostConfig& host_config,
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const vertex_shader_uid_data* uid_data, ShaderCode& out)
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{
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out.Write("struct DolphinVertexInput\n");
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out.Write("{{\n");
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out.Write("\tvec4 color_0;\n");
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out.Write("\tvec4 color_1;\n");
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out.Write("\tvec4 position;\n");
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out.Write("\tvec3 normal;\n");
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out.Write("\tvec3 binormal;\n");
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out.Write("\tvec3 tangent;\n");
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for (u32 i = 0; i < 8; i++)
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{
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out.Write("\tvec4 texture_coord_{};\n", i);
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}
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out.Write("}};\n\n");
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out.Write("struct DolphinVertexOutput\n");
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out.Write("{{\n");
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out.Write("\tvec4 color_0;\n");
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out.Write("\tvec4 color_1;\n");
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out.Write("\tvec4 position;\n");
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out.Write("\tvec3 normal;\n");
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for (u32 i = 0; i < 8; i++)
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{
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out.Write("\tvec3 texture_coord_{};\n", i);
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}
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out.Write("}};\n\n");
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}
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static void WriteVertexDefines(APIType, const ShaderHostConfig&,
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const vertex_shader_uid_data* uid_data, ShaderCode& out)
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{
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if ((uid_data->components & VB_HAS_COL0) != 0)
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{
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out.Write("#define HAS_COLOR_0 1\n");
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}
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else
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{
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out.Write("#define HAS_COLOR_0 0\n");
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}
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if ((uid_data->components & VB_HAS_COL1) != 0)
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{
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out.Write("#define HAS_COLOR_1 1\n");
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}
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else
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{
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out.Write("#define HAS_COLOR_1 0\n");
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}
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if ((uid_data->components & VB_HAS_NORMAL) != 0)
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{
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out.Write("#define HAS_NORMAL 1\n");
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}
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else
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{
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out.Write("#define HAS_NORMAL 0\n");
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}
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if ((uid_data->components & VB_HAS_BINORMAL) != 0)
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{
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out.Write("#define HAS_BINORMAL 1\n");
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}
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else
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{
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out.Write("#define HAS_BINORMAL 0\n");
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}
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if ((uid_data->components & VB_HAS_TANGENT) != 0)
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{
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out.Write("#define HAS_TANGENT 1\n");
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}
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else
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{
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out.Write("#define HAS_TANGENT 0\n");
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}
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for (u32 i = 0; i < uid_data->numTexGens; i++)
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{
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if ((uid_data->components & (VB_HAS_UV0 << i)) != 0)
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{
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out.Write("#define HAS_TEXTURE_COORD_{} 1\n", i);
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}
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else
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{
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out.Write("#define HAS_TEXTURE_COORD_{} 0\n", i);
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}
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}
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for (u32 i = uid_data->numTexGens; i < 8; i++)
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{
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out.Write("#define HAS_TEXTURE_COORD_{} 0\n", i);
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}
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}
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static void WriteEmulatedVertexBodyHeader(APIType api_type, const ShaderHostConfig& host_config,
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const vertex_shader_uid_data* uid_data, ShaderCode& out)
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{
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constexpr std::string_view emulated_fragment_definition =
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"void dolphin_process_emulated_vertex(in DolphinVertexInput vertex_input, out "
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"DolphinVertexOutput vertex_output)";
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out.Write("{}\n", emulated_fragment_definition);
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out.Write("{{\n");
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WriteVertexBody(api_type, host_config, uid_data, out);
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out.Write("}}\n");
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}
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ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& host_config,
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const vertex_shader_uid_data* uid_data)
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const vertex_shader_uid_data* uid_data,
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CustomVertexContents custom_contents)
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{
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ShaderCode out;
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@ -221,6 +332,13 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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out.Write("{}", s_shader_uniforms);
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out.Write("}};\n");
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if (!custom_contents.uniforms.empty())
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{
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out.Write("UBO_BINDING(std140, 3) uniform CustomShaderBlock {{\n");
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out.Write("{}", custom_contents.uniforms);
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out.Write("}} custom_uniforms;\n");
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}
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if (uid_data->vs_expand != VSExpand::None)
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{
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out.Write("UBO_BINDING(std140, 4) uniform GSBlock {{\n");
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@ -391,6 +509,24 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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// Note: this is done after to ensure above global variables are accessible
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WriteTransformMatrices(api_type, host_config, uid_data, out);
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WriteTexCoordTransforms(api_type, host_config, uid_data, out);
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WriteVertexDefines(api_type, host_config, uid_data, out);
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WriteVertexStructs(api_type, host_config, uid_data, out);
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WriteEmulatedVertexBodyHeader(api_type, host_config, uid_data, out);
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if (custom_contents.shader.empty())
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{
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out.Write("void process_vertex(in DolphinVertexInput vertex_input, out DolphinVertexOutput "
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"vertex_output)\n");
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out.Write("{{\n");
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out.Write("\tdolphin_process_emulated_vertex(vertex_input, vertex_output);\n");
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out.Write("}}\n");
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}
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else
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{
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out.Write("{}\n", custom_contents.shader);
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}
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out.Write("void main()\n{{\n");
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@ -437,49 +573,53 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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}
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}
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out.Write("\tvec4 pos = vec4(rawpos * dolphin_position_matrix(), 1.0);\n");
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out.Write("\tDolphinVertexInput vertex_input;\n");
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out.Write("\tvertex_input.color_0 = vertex_color_0;\n");
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out.Write("\tvertex_input.color_1 = vertex_color_1;\n");
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out.Write("\tvertex_input.position = rawpos;\n");
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if ((uid_data->components & VB_HAS_NORMAL) == 0)
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out.Write("\tvec3 rawnormal = " I_CACHED_NORMAL ".xyz;\n");
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out.Write("\tvec3 _normal = normalize(rawnormal * dolphin_normal_matrix());\n");
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if ((uid_data->components & VB_HAS_TANGENT) == 0)
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out.Write("\tvec3 rawtangent = " I_CACHED_TANGENT ".xyz;\n");
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if ((uid_data->components & VB_HAS_BINORMAL) == 0)
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out.Write("\tvec3 rawbinormal = " I_CACHED_BINORMAL ".xyz;\n");
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out.Write("o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION
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"[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n");
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out.Write("int4 lacc;\n"
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"float3 ldir, h, cosAttn, distAttn;\n"
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"float dist, dist2, attn;\n");
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for (u32 chan = 0; chan < NUM_XF_COLOR_CHANNELS; chan++)
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if ((uid_data->components & VB_HAS_NORMAL) != 0)
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{
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out.Write(
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"\to.colors_{0} = dolphin_calculate_lighting_chn{0}(vertex_color_{0}, pos.xyz, _normal);\n",
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chan);
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out.Write("\tvertex_input.normal = rawnormal;\n");
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}
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else
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{
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out.Write("\tvertex_input.normal = " I_CACHED_NORMAL ".xyz;\n");
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}
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if ((uid_data->components & VB_HAS_BINORMAL) != 0)
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{
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out.Write("\tvertex_input.binormal = rawbinormal;\n");
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}
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else
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{
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out.Write("\tvertex_input.binormal = " I_CACHED_BINORMAL ".xyz;\n");
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}
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if ((uid_data->components & VB_HAS_TANGENT) != 0)
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{
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out.Write("\tvertex_input.tangent = rawtangent;\n");
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}
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else
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{
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out.Write("\tvertex_input.tangent = " I_CACHED_TANGENT ".xyz;\n");
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}
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// transform texcoords
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out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n");
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for (u32 i = 0; i < uid_data->numTexGens; ++i)
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{
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auto& texinfo = uid_data->texMtxInfo[i];
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out.Write("{{\n");
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out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n");
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out.Write("\t{{\n");
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out.Write("\t\tvec4 coord = vec4(0.0, 0.0, 1.0, 1.0);\n");
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switch (texinfo.sourcerow)
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{
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case SourceRow::Geom:
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out.Write("coord.xyz = rawpos.xyz;\n");
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out.Write("\t\tcoord.xyz = rawpos.xyz;\n");
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break;
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case SourceRow::Normal:
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if ((uid_data->components & VB_HAS_NORMAL) != 0)
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{
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out.Write("coord.xyz = rawnormal.xyz;\n");
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out.Write("\t\tcoord.xyz = rawnormal.xyz;\n");
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}
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break;
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case SourceRow::Colors:
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@ -488,13 +628,13 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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case SourceRow::BinormalT:
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if ((uid_data->components & VB_HAS_TANGENT) != 0)
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{
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out.Write("coord.xyz = rawtangent.xyz;\n");
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out.Write("\t\tcoord.xyz = rawtangent.xyz;\n");
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}
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break;
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case SourceRow::BinormalB:
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if ((uid_data->components & VB_HAS_BINORMAL) != 0)
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{
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out.Write("coord.xyz = rawbinormal.xyz;\n");
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out.Write("\t\tcoord.xyz = rawbinormal.xyz;\n");
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}
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break;
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default:
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@ -502,51 +642,51 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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u32 texnum = static_cast<u32>(texinfo.sourcerow) - static_cast<u32>(SourceRow::Tex0);
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if ((uid_data->components & (VB_HAS_UV0 << (texnum))) != 0)
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{
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out.Write("coord = float4(rawtex{}.x, rawtex{}.y, 1.0, 1.0);\n", texnum, texnum);
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out.Write("\t\tcoord = vec4(rawtex{}.x, rawtex{}.y, 1.0, 1.0);\n", texnum, texnum);
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}
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break;
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}
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// Input form of AB11 sets z element to 1.0
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if (texinfo.inputform == TexInputForm::AB11)
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out.Write("coord.z = 1.0;\n");
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out.Write("\t\tcoord.z = 1.0;\n");
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// Convert NaNs to 1 - needed to fix eyelids in Shadow the Hedgehog during cutscenes
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// See https://bugs.dolphin-emu.org/issues/11458
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out.Write("// Convert NaN to 1\n");
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out.Write("if (dolphin_isnan(coord.x)) coord.x = 1.0;\n");
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out.Write("if (dolphin_isnan(coord.y)) coord.y = 1.0;\n");
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out.Write("if (dolphin_isnan(coord.z)) coord.z = 1.0;\n");
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out.Write("\t\t// Convert NaN to 1\n");
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out.Write("\t\tif (dolphin_isnan(coord.x)) coord.x = 1.0;\n");
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out.Write("\t\tif (dolphin_isnan(coord.y)) coord.y = 1.0;\n");
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out.Write("\t\tif (dolphin_isnan(coord.z)) coord.z = 1.0;\n");
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// first transformation
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switch (texinfo.texgentype)
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{
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case TexGenType::EmbossMap: // calculate tex coords into bump map
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out.Write("\t\tvertex_input.texture_coord_{0} = coord;\n", i);
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out.Write("\t}}\n");
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}
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// transform the light dir into tangent space
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out.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n",
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LIGHT_POS_PARAMS(texinfo.embosslightshift));
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out.Write("vec3 tangent = rawtangent * dolphin_normal_matrix();\n");
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out.Write("vec3 binormal = rawbinormal * dolphin_normal_matrix();\n");
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out.Write("o.tex{}.xyz = o.tex{}.xyz + vec3(dot(ldir, tangent), "
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"dot(ldir, binormal), 0.0);\n",
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i, texinfo.embosssourceshift);
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// Initialize other texture coordinates that are unused
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for (u32 i = uid_data->numTexGens; i < 8; i++)
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{
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out.Write("\tvertex_input.texture_coord_{0} = vec4(0, 0, 0, 0);\n", i);
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}
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break;
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case TexGenType::Color0:
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out.Write("o.tex{}.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
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break;
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case TexGenType::Color1:
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out.Write("o.tex{}.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
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break;
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case TexGenType::Regular:
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out.Write("o.tex{0}.xyz = dolphin_transform_texcoord{0}(coord);\n", i);
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break;
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default:
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ASSERT(false);
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}
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out.Write("\tDolphinVertexOutput vertex_output;\n");
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out.Write("\tprocess_vertex(vertex_input, vertex_output);\n");
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out.Write("}}\n");
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out.Write("\to.pos = vec4(dot(" I_PROJECTION "[0], vertex_output.position), dot(" I_PROJECTION
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"[1], vertex_output.position), dot(" I_PROJECTION
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"[2], vertex_output.position), dot(" I_PROJECTION "[3], vertex_output.position));\n");
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for (u32 i = 0; i < uid_data->numTexGens; ++i)
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{
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out.Write("\to.tex{0} = vertex_output.texture_coord_{0};\n", i);
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}
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out.Write("\to.colors_0 = vertex_output.color_0;\n");
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out.Write("\to.colors_1 = vertex_output.color_1;\n");
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if (per_pixel_lighting)
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{
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out.Write("\to.Normal = vertex_output.normal;\n");
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// TODO: Rename, this is actually in Viewspace...
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out.Write("\to.WorldPos = vertex_output.position.xyz;\n");
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}
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if (uid_data->vs_expand == VSExpand::Line)
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@ -584,38 +724,10 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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GenerateVSPointExpansion(out, "", uid_data->numTexGens);
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}
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if (per_pixel_lighting)
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{
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// When per-pixel lighting is enabled, the vertex colors are passed through
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// unmodified so we can evaluate the lighting in the pixel shader.
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// Lighting is also still computed in the vertex shader since it can be used to
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// generate texture coordinates. We generated them above, so now the colors can
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// be reverted to their previous stage.
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out.Write("o.colors_0 = vertex_color_0;\n");
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out.Write("o.colors_1 = vertex_color_1;\n");
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// Note that the numColorChans logic is performed in the pixel shader.
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}
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else
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{
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// The number of colors available to TEV is determined by numColorChans.
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// We have to provide the fields to match the interface, so set to zero if it's not enabled.
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if (uid_data->numColorChans == 0)
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out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n");
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if (uid_data->numColorChans <= 1)
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out.Write("o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
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}
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// clipPos/w needs to be done in pixel shader, not here
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if (!host_config.fast_depth_calc)
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out.Write("o.clipPos = o.pos;\n");
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if (per_pixel_lighting)
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{
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out.Write("o.Normal = _normal;\n"
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"o.WorldPos = pos.xyz;\n");
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}
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// If we can disable the incorrect depth clipping planes using depth clamping, then we can do
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// our own depth clipping and calculate the depth range before the perspective divide if
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// necessary.
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@ -735,3 +847,83 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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return out;
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}
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void WriteVertexBody(APIType api_type, const ShaderHostConfig& host_config,
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const vertex_shader_uid_data* uid_data, ShaderCode& out)
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{
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out.Write(
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"\tvertex_output.position = vec4(vertex_input.position * dolphin_position_matrix(), 1.0);\n");
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out.Write("\tvertex_output.normal = normalize(vertex_input.normal * dolphin_normal_matrix());\n");
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for (u32 chan = 0; chan < NUM_XF_COLOR_CHANNELS; chan++)
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{
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out.Write(
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"\tvec4 vertex_lighting_{0} = dolphin_calculate_lighting_chn{0}(vertex_input.color_{0}, "
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"vertex_output.position.xyz, vertex_output.normal);\n",
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chan);
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out.Write("\tvertex_output.color_{0} = vertex_lighting_{0};\n", chan);
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}
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if (host_config.per_pixel_lighting)
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{
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// When per-pixel lighting is enabled, the vertex colors are passed through
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// unmodified so we can evaluate the lighting in the pixel shader.
|
||||
out.Write("\tvertex_output.color_0 = vertex_input.color_0;\n");
|
||||
out.Write("\tvertex_output.color_1 = vertex_input.color_1;\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
// The number of colors available to TEV is determined by numColorChans.
|
||||
// We have to provide the fields to match the interface, so set to zero if it's not enabled.
|
||||
if (uid_data->numColorChans == 0)
|
||||
out.Write("\tvertex_output.color_0 = vec4(0.0, 0.0, 0.0, 0.0);\n");
|
||||
if (uid_data->numColorChans <= 1)
|
||||
out.Write("\tvertex_output.color_1 = vec4(0.0, 0.0, 0.0, 0.0);\n");
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < uid_data->numTexGens; ++i)
|
||||
{
|
||||
auto& texinfo = uid_data->texMtxInfo[i];
|
||||
|
||||
switch (texinfo.texgentype)
|
||||
{
|
||||
case TexGenType::EmbossMap: // calculate tex coords into bump map
|
||||
|
||||
out.Write("\t{{\n");
|
||||
// transform the light dir into tangent space
|
||||
out.Write("\t\tvec3 ldir = normalize(" LIGHT_POS ".xyz - vertex_output.position.xyz);\n",
|
||||
LIGHT_POS_PARAMS(texinfo.embosslightshift));
|
||||
|
||||
out.Write("\t\tvec3 tangent = vertex_input.tangent * dolphin_normal_matrix();\n");
|
||||
out.Write("\t\tvec3 binormal = vertex_input.binormal * dolphin_normal_matrix();\n");
|
||||
out.Write("\t\tvertex_output.texture_coord_{}.xyz = vertex_output.texture_coord_{}.xyz + "
|
||||
"vec3(dot(ldir, tangent), "
|
||||
"dot(ldir, binormal), 0.0);\n",
|
||||
i, texinfo.embosssourceshift);
|
||||
out.Write("\t}}\n");
|
||||
break;
|
||||
case TexGenType::Color0:
|
||||
out.Write("\tvertex_output.texture_coord_{}.xyz = vec3(vertex_lighting_0.x, "
|
||||
"vertex_lighting_0.y, 1);\n",
|
||||
i);
|
||||
break;
|
||||
case TexGenType::Color1:
|
||||
out.Write("\tvertex_output.texture_coord_{}.xyz = vec3(vertex_lighting_1.x, "
|
||||
"vertex_lighting_1.y, 1);\n",
|
||||
i);
|
||||
break;
|
||||
case TexGenType::Regular:
|
||||
out.Write("\tvertex_output.texture_coord_{0} = "
|
||||
"dolphin_transform_texcoord{0}(vertex_input.texture_coord_{0});\n",
|
||||
i);
|
||||
break;
|
||||
};
|
||||
}
|
||||
|
||||
// Fill out output that is unused
|
||||
for (u32 i = uid_data->numTexGens; i < 8; i++)
|
||||
{
|
||||
out.Write("\tvertex_output.texture_coord_{0} = vec3(0, 0, 0);\n", i);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -88,6 +88,15 @@ struct vertex_shader_uid_data
|
|||
|
||||
using VertexShaderUid = ShaderUid<vertex_shader_uid_data>;
|
||||
|
||||
struct CustomVertexContents
|
||||
{
|
||||
std::string_view shader = "";
|
||||
std::string_view uniforms = "";
|
||||
};
|
||||
|
||||
VertexShaderUid GetVertexShaderUid();
|
||||
ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& host_config,
|
||||
const vertex_shader_uid_data* uid_data);
|
||||
const vertex_shader_uid_data* uid_data,
|
||||
CustomVertexContents custom_contents);
|
||||
void WriteVertexBody(APIType api_type, const ShaderHostConfig& host_config,
|
||||
const vertex_shader_uid_data* uid_data, ShaderCode& out);
|
||||
|
|
Loading…
Reference in New Issue