134 lines
3.9 KiB
C++
134 lines
3.9 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#ifndef GCOGL_VERTEXSHADER_H
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#define GCOGL_VERTEXSHADER_H
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#include "XFMemory.h"
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#include "VideoCommon.h"
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// TODO should be reordered
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#define SHADER_POSITION_ATTRIB 0
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#define SHADER_POSMTX_ATTRIB 1
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#define SHADER_NORM0_ATTRIB 2
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#define SHADER_NORM1_ATTRIB 3
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#define SHADER_NORM2_ATTRIB 4
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#define SHADER_COLOR0_ATTRIB 5
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#define SHADER_COLOR1_ATTRIB 6
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#define SHADER_TEXTURE0_ATTRIB 8
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#define SHADER_TEXTURE1_ATTRIB 9
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#define SHADER_TEXTURE2_ATTRIB 10
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#define SHADER_TEXTURE3_ATTRIB 11
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#define SHADER_TEXTURE4_ATTRIB 12
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#define SHADER_TEXTURE5_ATTRIB 13
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#define SHADER_TEXTURE6_ATTRIB 14
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#define SHADER_TEXTURE7_ATTRIB 15
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// shader variables
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#define I_POSNORMALMATRIX "cpnmtx"
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#define I_PROJECTION "cproj"
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#define I_MATERIALS "cmtrl"
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#define I_LIGHTS "clights"
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#define I_TEXMATRICES "ctexmtx"
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#define I_TRANSFORMMATRICES "ctrmtx"
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#define I_NORMALMATRICES "cnmtx"
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#define I_POSTTRANSFORMMATRICES "cpostmtx"
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#define I_DEPTHPARAMS "cDepth" // farZ, zRange, scaled viewport width, scaled viewport height
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#define C_POSNORMALMATRIX 0
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#define C_PROJECTION (C_POSNORMALMATRIX + 6)
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#define C_MATERIALS (C_PROJECTION + 4)
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#define C_LIGHTS (C_MATERIALS + 4)
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#define C_TEXMATRICES (C_LIGHTS + 40)
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#define C_TRANSFORMMATRICES (C_TEXMATRICES + 24)
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#define C_NORMALMATRICES (C_TRANSFORMMATRICES + 64)
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#define C_POSTTRANSFORMMATRICES (C_NORMALMATRICES + 32)
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#define C_DEPTHPARAMS (C_POSTTRANSFORMMATRICES + 64)
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#define C_VENVCONST_END (C_DEPTHPARAMS + 1)
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const s_svar VSVar_Loc[] = { {I_POSNORMALMATRIX, C_POSNORMALMATRIX, 6 },
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{I_PROJECTION , C_PROJECTION, 4 },
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{I_MATERIALS, C_MATERIALS, 4 },
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{I_LIGHTS, C_LIGHTS, 40 },
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{I_TEXMATRICES, C_TEXMATRICES, 24 },
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{I_TRANSFORMMATRICES , C_TRANSFORMMATRICES, 64 },
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{I_NORMALMATRICES , C_NORMALMATRICES, 32 },
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{I_POSTTRANSFORMMATRICES, C_POSTTRANSFORMMATRICES, 64 },
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{I_DEPTHPARAMS, C_DEPTHPARAMS, 1 },
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};
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template<bool safe>
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class _VERTEXSHADERUID
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{
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#define NUM_VSUID_VALUES_SAFE 25
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public:
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u32 values[safe ? NUM_VSUID_VALUES_SAFE : 9];
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_VERTEXSHADERUID()
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{
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}
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_VERTEXSHADERUID(const _VERTEXSHADERUID& r)
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{
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for (size_t i = 0; i < sizeof(values) / sizeof(u32); ++i)
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values[i] = r.values[i];
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}
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int GetNumValues() const
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{
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if (safe) return NUM_VSUID_VALUES_SAFE;
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else return (((values[0] >> 23) & 0xf) * 3 + 3) / 4 + 3; // numTexGens*3/4+1
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}
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bool operator <(const _VERTEXSHADERUID& _Right) const
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{
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if (values[0] < _Right.values[0])
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return true;
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else if (values[0] > _Right.values[0])
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return false;
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int N = GetNumValues();
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for (int i = 1; i < N; ++i)
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{
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if (values[i] < _Right.values[i])
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return true;
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else if (values[i] > _Right.values[i])
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return false;
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}
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return false;
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}
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bool operator ==(const _VERTEXSHADERUID& _Right) const
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{
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if (values[0] != _Right.values[0])
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return false;
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int N = GetNumValues();
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for (int i = 1; i < N; ++i)
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{
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if (values[i] != _Right.values[i])
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return false;
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}
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return true;
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}
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};
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typedef _VERTEXSHADERUID<false> VERTEXSHADERUID;
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typedef _VERTEXSHADERUID<true> VERTEXSHADERUIDSAFE;
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// components is included in the uid.
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char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type);
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const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type);
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void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components);
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void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components);
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// Used to make sure that our optimized vertex shader IDs don't lose any possible shader code changes
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void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components);
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#endif // GCOGL_VERTEXSHADER_H
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