128 lines
4.4 KiB
C++
128 lines
4.4 KiB
C++
// Copyright (C) 2003 Dolphin Project.
|
|
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, version 2.0.
|
|
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License 2.0 for more details.
|
|
|
|
// A copy of the GPL 2.0 should have been included with the program.
|
|
// If not, see http://www.gnu.org/licenses/
|
|
|
|
// Official SVN repository and contact information can be found at
|
|
// http://code.google.com/p/dolphin-emu/
|
|
|
|
#ifndef GCOGL_VERTEXSHADER_H
|
|
#define GCOGL_VERTEXSHADER_H
|
|
|
|
#include "XFMemory.h"
|
|
#include "VideoCommon.h"
|
|
|
|
#define SHADER_POSMTX_ATTRIB 1
|
|
#define SHADER_NORM1_ATTRIB 6
|
|
#define SHADER_NORM2_ATTRIB 7
|
|
|
|
|
|
// 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 + 4)
|
|
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, 4 },
|
|
};
|
|
template<bool safe>
|
|
class _VERTEXSHADERUID
|
|
{
|
|
#define NUM_VSUID_VALUES_SAFE 25
|
|
public:
|
|
u32 values[safe ? NUM_VSUID_VALUES_SAFE : 9];
|
|
|
|
_VERTEXSHADERUID()
|
|
{
|
|
}
|
|
|
|
_VERTEXSHADERUID(const _VERTEXSHADERUID& r)
|
|
{
|
|
for (size_t i = 0; i < sizeof(values) / sizeof(u32); ++i)
|
|
values[i] = r.values[i];
|
|
}
|
|
|
|
int GetNumValues() const
|
|
{
|
|
if (safe) return NUM_VSUID_VALUES_SAFE;
|
|
else return (((values[0] >> 23) & 0xf) * 3 + 3) / 4 + 3; // numTexGens*3/4+1
|
|
}
|
|
|
|
bool operator <(const _VERTEXSHADERUID& _Right) const
|
|
{
|
|
if (values[0] < _Right.values[0])
|
|
return true;
|
|
else if (values[0] > _Right.values[0])
|
|
return false;
|
|
int N = GetNumValues();
|
|
for (int i = 1; i < N; ++i)
|
|
{
|
|
if (values[i] < _Right.values[i])
|
|
return true;
|
|
else if (values[i] > _Right.values[i])
|
|
return false;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool operator ==(const _VERTEXSHADERUID& _Right) const
|
|
{
|
|
if (values[0] != _Right.values[0])
|
|
return false;
|
|
int N = GetNumValues();
|
|
for (int i = 1; i < N; ++i)
|
|
{
|
|
if (values[i] != _Right.values[i])
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
};
|
|
typedef _VERTEXSHADERUID<false> VERTEXSHADERUID;
|
|
typedef _VERTEXSHADERUID<true> VERTEXSHADERUIDSAFE;
|
|
|
|
|
|
// components is included in the uid.
|
|
char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type);
|
|
const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type);
|
|
|
|
void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components);
|
|
void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components);
|
|
|
|
// Used to make sure that our optimized vertex shader IDs don't lose any possible shader code changes
|
|
void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components);
|
|
|
|
#endif // GCOGL_VERTEXSHADER_H
|