// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #ifndef GCOGL_VERTEXSHADER_H #define GCOGL_VERTEXSHADER_H #include #include "XFMemory.h" #include "VideoCommon.h" #include "ShaderGenCommon.h" // TODO should be reordered #define SHADER_POSITION_ATTRIB 0 #define SHADER_POSMTX_ATTRIB 1 #define SHADER_NORM0_ATTRIB 2 #define SHADER_NORM1_ATTRIB 3 #define SHADER_NORM2_ATTRIB 4 #define SHADER_COLOR0_ATTRIB 5 #define SHADER_COLOR1_ATTRIB 6 #define SHADER_TEXTURE0_ATTRIB 8 #define SHADER_TEXTURE1_ATTRIB 9 #define SHADER_TEXTURE2_ATTRIB 10 #define SHADER_TEXTURE3_ATTRIB 11 #define SHADER_TEXTURE4_ATTRIB 12 #define SHADER_TEXTURE5_ATTRIB 13 #define SHADER_TEXTURE6_ATTRIB 14 #define SHADER_TEXTURE7_ATTRIB 15 // shader variables #define I_POSNORMALMATRIX "cpnmtx" #define I_PROJECTION "cproj" #define I_MATERIALS "cmtrl" #define I_LIGHTS "clights" #define I_TEXMATRICES "ctexmtx" #define I_TRANSFORMMATRICES "ctrmtx" #define I_NORMALMATRICES "cnmtx" #define I_POSTTRANSFORMMATRICES "cpostmtx" #define I_DEPTHPARAMS "cDepth" // farZ, zRange, scaled viewport width, scaled viewport height #define C_POSNORMALMATRIX 0 #define C_PROJECTION (C_POSNORMALMATRIX + 6) #define C_MATERIALS (C_PROJECTION + 4) #define C_LIGHTS (C_MATERIALS + 4) #define C_TEXMATRICES (C_LIGHTS + 40) #define C_TRANSFORMMATRICES (C_TEXMATRICES + 24) #define C_NORMALMATRICES (C_TRANSFORMMATRICES + 64) #define C_POSTTRANSFORMMATRICES (C_NORMALMATRICES + 32) #define C_DEPTHPARAMS (C_POSTTRANSFORMMATRICES + 64) #define C_VENVCONST_END (C_DEPTHPARAMS + 1) const s_svar VSVar_Loc[] = { {I_POSNORMALMATRIX, C_POSNORMALMATRIX, 6 }, {I_PROJECTION , C_PROJECTION, 4 }, {I_MATERIALS, C_MATERIALS, 4 }, {I_LIGHTS, C_LIGHTS, 40 }, {I_TEXMATRICES, C_TEXMATRICES, 24 }, {I_TRANSFORMMATRICES , C_TRANSFORMMATRICES, 64 }, {I_NORMALMATRICES , C_NORMALMATRICES, 32 }, {I_POSTTRANSFORMMATRICES, C_POSTTRANSFORMMATRICES, 64 }, {I_DEPTHPARAMS, C_DEPTHPARAMS, 1 }, }; #pragma pack(1) struct vertex_shader_uid_data { u32 NumValues() const { return num_values; } u32 components; u32 num_values : 16; // TODO: u8 might be enough, actually u32 numColorChans : 2; u32 numTexGens : 4; u32 dualTexTrans_enabled : 1; u32 texMtxInfo_n_projection : 16; // Stored separately to guarantee that the texMtxInfo struct is 8 bits wide struct { u32 inputform : 2; u32 texgentype : 3; u32 sourcerow : 5; u32 embosssourceshift : 3; u32 embosslightshift : 3; } texMtxInfo[8]; struct { u32 index : 6; u32 normalize : 1; u32 pad : 1; } postMtxInfo[8]; LightingUidData lighting; }; #pragma pack() typedef ShaderUid VertexShaderUid; typedef ShaderCode VertexShaderCode; // TODO: Obsolete.. void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type); void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type); void GenerateVSOutputStructForGS(ShaderCode& object, u32 components, API_TYPE api_type); #endif // GCOGL_VERTEXSHADER_H